Blizzard’s Smart Way of Changing the Value of Skins for Players

Blizzard is a company that has a special place in our hearts. Today, we will be taking a look at the revolutionary way they shifted the value of their skins on their MOBAs. For those who are not very familiar with the idea, a MOBA is a multiplayer online battle arena.

Right now, Blizzard has two: Heroes of the Storm and Overwatch. For many of us who do play both games, the shift is a truly welcome one. Before we get ahead of ourselves, let’s take a look at how things were like before.

Old Rules

Much like other MOBA games in the market, the skins of the heroes in both games came with a “pay to obtain” method. While there were in-game resources that players earned as they leveled up different heroes, if you simply did not have the time or inclination to play, you could exchange real world money for the in-game amount that you needed.

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This made sure that those with the capital to obtain skins would always be the first ones to get them. While there was nothing inherently bad about that, it did not exactly encourage people to keep playing the game. This was something that Blizzard sought to change.

Radical Shifts

While the system was already pretty good in terms of MOBA skin value, Blizzard decided to up their game (as they are known to do). Instead of simply letting the players use real world currency to jumpstart their in-game resources, Blizzard put in an earning system.

The more you play the game, the higher your character levels get. Each time you level up, you will be getting a box with random things inside. What you get can vary from a spray paint, an audio clip, a banner, and even the skins

This meant that players now have a very good reason to keep playing the game. Instead of having to worry about coming up with real world currency to obtain a skin, you have the chance to earn it simply by playing a game that you already love.

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The Aftermath

The sheer number of client/player engagement shot up by a lot. Both Overwatch and Heroes of the Storm were already quite popular. The radical shift in the value of the skin put an even better way to get their pre-existing pool of players to tender in more time. It was also quite successful in drawing in new players and those that had played before but had stopped.

Of course, there is still the option for using real world currency to purchase skins. However, only a select number of skins are available for purchase. The rest is to be earned.

If you ask us, this is a really successful strategy in several fronts. Not only does Blizzard bring their games to the forefront of MOBAs by being more player-friendly when it comes to skins but they also give their audiences a really good reason to keep playing.

What did you guys think of Blizzard’s strategy for their MOBA skins?