Marvel Rivals’ artistic director Guangyun Chen has doubled down on a easy precept for the free-to-play shooter’s enterprise mannequin: enjoyable first, spending second. In a brand new interview with FRVR, Chen explains that the staff’s job is to make play compelling sufficient that purchases really feel like a voluntary expression of enthusiasm fairly than a requirement.
“We actually consider that having a consumer-friendly monetisation system is tremendous vital… first, make the gameplay enjoyable, and second, encourage gamers to spend cash primarily based on their love for the sport,” he mentioned. “When gamers discover the sport pleasing and immersive, they naturally need to put money into it… that’s after they’ll begin selecting up costumes and different cosmetics.”
That stance strains up with NetEase’s beforehand revealed framework. The studio’s monetisation dev diary states that cosmetics are the one paid content material, sometimes offered in bundles that package deal a dressing up with presentation gadgets like MVP animations, emotes, sprays and nameplates. Core gameplay components like heroes, maps, and stability updates sit exterior the shop, retaining development and aggressive viability away from the checkout display screen.
Rivals additionally tackles the dreaded “use it or lose it” stress that defines many live-service grinds. Luxurious Battle Passes don’t expire as soon as bought, letting gamers chip away at older seasons over time through the Nexus interface fairly than racing a countdown each eight weeks.
Backside line: The sensible impact is a retailer that goals to really feel optionally available: style and aptitude for individuals who need it, with aggressive integrity protected for everybody else. It’s a well-known premise for F2P shooters, particularly these days, but it surely’s good to see the Rivals staff sticking to its weapons after practically a 12 months of launch.

