Marvel Rivals Creative Director Says Monetisation Only Works When Players Are Having Fun

Marvel Rivals Creative Director Says Monetisation Only Works When Players Are Having Fun

Marvel Rivals - Venom

Marvel Rivals’ creative director Guangyun Chen has doubled down on a simple principle for the free-to-play shooter’s business model: fun first, spending second. In a new interview with FRVR, Chen explains that the team’s job is to make play compelling enough that purchases feel like a voluntary expression of enthusiasm rather than a requirement.

“We really believe that having a consumer-friendly monetisation system is super important… first, make the gameplay fun, and second, encourage players to spend money based on their love for the game,” he said. “When players find the game enjoyable and immersive, they naturally want to invest in it… that’s when they’ll start picking up costumes and other cosmetics.”

That stance lines up with NetEase’s previously published framework. The studio’s monetisation dev diary states that cosmetics are the only paid content, typically sold in bundles that package a costume with presentation items like MVP animations, emotes, sprays and nameplates. Core gameplay elements like heroes, maps, and balance updates sit outside the store, keeping progression and competitive viability away from the checkout screen.

Rivals also tackles the dreaded “use it or lose it” pressure that defines many live-service grinds. Luxury Battle Passes do not expire once purchased, letting players chip away at older seasons over time via the Nexus interface rather than racing a countdown every eight weeks.

Bottom line: The practical effect is a store that aims to feel optional: fashion and flair for those who want it, with competitive integrity protected for everyone else. It’s a familiar premise for F2P shooters, especially nowadays, but it’s nice to see the Rivals team sticking to its guns after nearly a year of launch.


Rodion Krotov
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Rodion Krotov
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