Creative Director Guanyun Chen reiterated the core principle of the shooter’s business model: fun first, spending later. In the interview he explained that the team’s mission is to make the gameplay so compelling that purchases are seen as voluntary expressions of enthusiasm rather than necessities.
“We truly believe that consumer-friendly monetization is vital… First, make the gameplay enjoyable; second, encourage players to spend based on their affection for the game. When players find a title entertaining and absorbing, they naturally want to invest in it — that’s when they’ll purchase outfits and other cosmetic items.”
This approach aligns with NetEase’s previously published policy. The developer diary clarifies that paid content will be purely cosmetic, typically sold in bundles containing outfits and decorative extras such as MVP animations, emotes, graffiti, and nameplates. Core game elements — heroes, maps, and balance — will remain outside the store, ensuring fair competition and progression without linking them to spending.
Rivals also avoids the “use it or lose it” pressure common in live-service titles: premium battle passes do not expire, so players can complete past seasons via the Nexus interface without rushing or time limits.
Ultimately, the shop is positioned as an optional feature: cosmetics for those who want them, while game balance is preserved for everyone else.
Source: iXBT.games
