13 October 2025
If you've been gaming for more than a hot minute, you've definitely heard of season passes. Whether you're grinding in Call of Duty, crawling dungeons in Destiny, or building dream teams in FIFA Ultimate Team, these passes have become as common as loot crates used to be. But here’s a question worth pondering: Are season passes a sign of games as a service (GaaS) future?
Let’s dive into this rabbit hole and break down what season passes really mean for the future of gaming.
It’s a smart way for developers to keep players engaged over months instead of just a weekend. Not to mention, it’s a sweet revenue model.
But here's the twist: season passes didn’t just pop out of nowhere.
Fast forward to today, and the concept has evolved—big time. What was once a one-time content bundle has turned into a recurring, almost subscription-like model. We're no longer just paying for extra maps or missions; now we’re paying for ongoing engagement.
And that, my friends, smells a lot like games as a service.
Instead of buying a game and being done, you're part of a living, breathing experience. Sounds cool on paper, right? But of course, it comes with its own set of pros and cons.
Season passes are one of the main delivery mechanisms for GaaS. They act as both content and monetization updates—keeping the game alive and keeping the devs paid.
From a business standpoint? Genius. From a player's standpoint? It’s a bit more complicated.
It’s easy to see how this model hooks players. The more you invest—time or money—the harder it is to walk away.
Season passes solve that problem. They allow devs to:
- Plan content in advance: With seasons, the roadmap is king.
- Gauge player interest: They can see what content keeps players coming back.
- Extend the game lifecycle: Why launch 10 new games when you can just nurture one?
Games like Rainbow Six Siege have been going strong for nearly a decade, thanks in part to seasonal updates. It's like gardening: instead of planting something new every year, you just keep watering the same cactus.
Ever logged into a game and felt behind because you missed the beginning of the season? Yeah, that’s not an accident. That’s design.
It walks a fine line between motivation and manipulation. And that's why some players are raising eyebrows at what season passes are becoming—not just fun add-ons, but carefully engineered engagement tools.
On one hand, players like the structure. There’s always something to look forward to. On the other hand, it can feel like a second job—one where the "paycheck" is a skin for your favorite character.
Some players love the grind. Others hate it. But here’s the important part: more often than not, they still buy it. Why? Because the fear of missing out and the lure of exclusive rewards is strong.
It's kind of like buying a gym membership in January. You might not use it every day, but hey, at least you could.
Long answer? They’re a big part of it, but not the whole picture.
Games as a service isn't just about monetization. It’s about community, content, and longevity. Season passes are just one tool in a dev’s toolbox. You've also got battle passes, live events, subscriptions (like Xbox Game Pass), and microtransactions.
What’s clear is that the days of "buy once, play forever" are fading for many big games. Like streaming services, the model is shifting toward continued engagement.
Not every game needs to be a service, of course. Story-driven, single-player experiences are still alive and kicking (shoutout to Elden Ring and Tears of the Kingdom!). But for multiplayer and competitive games? Season passes are here to stay.
Right now, the model works—but only as long as trust is maintained. If players feel like the grind is too heavy, the content isn’t worthwhile, or the pass is overpriced, they’ll push back. And they already have.
We’ve seen passes adjusted mid-season, rewards increased, and progress requirements dropped. Developers are listening (sometimes). But if the balance tilts too far into exploitation, rest assured: players will fight back.
Gamers aren’t afraid to speak their minds—especially when wallets are involved.
- If you're actively playing the game? Go for it. The rewards will probably be worth it.
- If you’re only popping in once a week? Maybe hold off.
- If you’re a completionist with FOMO issues? Proceed with caution. Seriously.
At the end of the day, season passes can enhance your experience—but only if the game itself is good enough to keep you hooked.
They’re not inherently evil. They can be fun, rewarding, and even bring communities closer. But they also come with strings attached: time, money, and emotional commitment.
Like any tool, it all depends on how they're used.
As players, we just need to stay informed, set our limits, and remember the most important rule of all:
Games should be fun—not chores.
all images in this post were generated using AI tools
Category:
Season PassesAuthor:
Francesca West