HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus

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HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
Erik Råmark

HEROES OF WARLAND-BATTLE PASS
          SEASON 3
          Database Implementation

                       Thesis

  Bachelor of Engineering in Information Technology

                Game Programming

                        2021
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
Tutkintonimike           Insinööri (AMK)
Tekijä/Tekijät           Erik Råmark
Työn nimi                Heroes of Warland-battle pass 3. kauden ohjelmointi tietokantaan
Toimeksiantaja           Nitro Games Oyj
Vuosi                    2021
Sivut                    40 sivua
Työn ohjaaja(t)          Niina Mässeli

TIIVISTELMÄ

            Opinnäytetyön tavoitteena oli ohjelmoida Heroes of Warland-mobiilipelin battle
            pass -ominaisuuteen uusi kausi. Peliin oli tarkoitus luoda ilmainen ja premium-
            versio battle pass -kaudesta erilaisilla palkinnoilla. Kehitystyötä edeltävä teo-
            reettinen viitekehys rakennettiin tutkimalla projektin kannalta tärkeitä aiheita.

            Opinnäytteen teoriaosuuteen hankittu aineisto yhdistelee kvantitatiivista ja
            kvalitatiivista tutkimusta. Teoriaosuus käsittelee muun muassa mobiilipelien
            syntyä ja nykytilaa, battle pass -käsitettä, tietokantoja ja kehitystyön työkaluja.
            Kehitystyön työskentelyn metodina toimi ketterä iteratiivinen ohjelmistokehitys,
            joka koostui enimmäkseen JSON-tietokantaohjelmoinnista ja pelitestauksesta.
            JSON-dokumentit lisättiin Nitro Gamesin kehitystietokantaan Heroes of War-
            land -pelille.

            Kehitystyön lopullisena tuotteena syntyi pelattava uusi kausi Heroes of War-
            land -pelin battle pass -ominaisuuteen. Nitro Gamesin henkilöstö oli ohjelmoi-
            nut pelin ja battle passin front end -puolen. Kehitystyö mahdollisti toisten ohjel-
            moijien kopioida kolmanen batte pass -kauden pelin kehitysversiosta live -ver-
            sioon. Lopuksi premium battle pass -tuotteen pystyi ostamaan pelin sisällä
            iOS App Store- ja Google Play -palveluiden kautta.

            Asiasanat: mobiilisovellukset, peliohjelmointi, JSON, tietokannat, MongoDB
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
Degree                Bachelor of Engineering
Author (authors)      Erik Råmark
Thesis title          Heroes of Warland-battle pass season 3 database implementation
Commissioned by       Nitro Games Oyj
Time                  2021
Pages                 40 pages
Supervisor            Niina Mässeli

ABSTRACT

          The objective of the thesis was to implement a new season for the battle pass
          feature of the mobile game Heroes of Warland. The purpose was to create
          free and premium versions of the battle pass season with different rewards.

          The thesis utilized both quantitative and qualitative research methods. The
          theoretical framework primarily consisted of examining the emergence and
          current state of mobile games, the battle pass concept, databases, and tools
          used in the development of online video games. In this study, the develop-
          ment method was agile iterative software development, consisting mostly of
          JSON database programming and game testing. The JSON documents were
          inserted into the development database of Heroes of Warland made by Nitro
          Games.

          The final product of this thesis study was a playable new season for the He-
          roes of Warland-battle pass. The front end of the game and battle pass had
          been programmed by Nitro Games staff, and the outcome of this study al-
          lowed other programmers to copy season 3 from the development version to
          the live version of the game. Also, it made the premium battle pass available
          for in-game purchase through iOS App Store and Google Play services.

          Keywords: mobile apps, game programming, JSON, databases, MongoDB
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
CONTENTS

1     INTRODUCTION .......................................................................................................... 7

    1.1    Nitro Games Oyj ..................................................................................................... 7

    1.2    Heroes of Warland .................................................................................................. 7

    1.3    The battle pass ....................................................................................................... 8

    1.4    Thesis motive.......................................................................................................... 9

2     MOBILE GAMES ........................................................................................................ 10

    2.1    A brief history ........................................................................................................ 11

      2.1.1     Roots of mobile entertainment ........................................................................ 11

      2.1.2     First mobile games ......................................................................................... 12

      2.1.3     Digital era........................................................................................................ 13

    2.2    Mobile games today.............................................................................................. 13

      2.2.1     Types of monetization ..................................................................................... 14

      2.2.2     Mobile gaming statistics .................................................................................. 15

    2.3    Battle passes ........................................................................................................ 16

      2.3.1     Shifting F2P monetization ............................................................................... 17

      2.3.2     Birth of the battle pass .................................................................................... 18

      2.3.3     Reasons behind success ................................................................................ 18

3     DATABASES .............................................................................................................. 19

    3.1    Definition of a database ........................................................................................ 20

    3.2    Short history.......................................................................................................... 20

    3.3    Implementation tools............................................................................................. 20

      3.3.1     JSON .............................................................................................................. 21

      3.3.2     Robo 3T .......................................................................................................... 22

      3.3.3     MongoDB ........................................................................................................ 23

4     DEVELOPMENT WORK ............................................................................................ 26

    4.1    Preparation ........................................................................................................... 27

    4.2    Design .................................................................................................................. 28
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
4.3     Programming ........................................................................................................ 29

    4.4     Testing .................................................................................................................. 30

5     CONCLUSIONS ......................................................................................................... 33

REFERENCES .................................................................................................................. 35

FIGURES ........................................................................................................................... 39
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
ABBREVIATIONS

        App     Application
        BSON    Binary JSON
        DBMS    Database management system
        F2P     Free-to-play
        GUI     Graphical user interface
        IAP     In-app purchase
        JSON    JavaScript Object Notation
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
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1   INTRODUCTION

This thesis begins with introductions of Nitro Games and Heroes of Warland,
then continues to study the theoretical framework of mobile games, battle
passes, databases, and the tools used in online game development. Finally,
the theoretical framework is followed by a description of the actual workflow of
the development performed in this thesis study, accompanied by conclusions.
The objective was to implement a new battle pass season in a development
database for Nitro Games’ mobile game Heroes of Warland.

1.1 Nitro Games Oyj

Nitro Games Oyj is a Finnish game developer and publisher focused on free-
to-play (F2P) mobile games. The company specializes in the shooter game
category and aims to produce high production value mobile games for mid-
core audience (Nitro Games 2021). Founded in 2007 in Kotka, Finland, the
company initially made PC strategy games such as East India Company,
Commander: Conquest of the Americas and Pirates of Black Cove. The com-
pany also developed the Windows version of the action-adventure game Alan
Wake in collaboration with Remedy Entertainment in 2011 (Yin-Poole 2012).

Nitro Games began producing mobile games in 2013 and has since released
titles such as Raids of Glory, Medals of War and Heroes of Warland. The new-
est addition to the mobile game family is the early access game Lootland. Ni-
tro Games was listed in Nasdaq Stockholm First North stock market in 2017
(Nasdaq 2017). Presently the company has offices in Kotka and Helsinki and
is working on multiple titles in collaboration with other companies including
Hasbro and Snap (Nitro Games 2020; Nitro Games 2021).

1.2 Heroes of Warland

Heroes of Warland was announced in 2018 and soft-launched later that year.
It is a competitive team-based multiplayer game for mobile devices (Riis
2018). According to Nitro Games’ website (2020), Heroes of Warland is “[The]
most epic party shooter game on mobile”. The game is played online and the
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
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player is one of the six heroes in a team, trying to score more points than a ri-
valling team by killing opponents during a match. Players can team-up with
their friends or play with random players through matchmaking. The game can
be played from first- or third-person camera, and it allows players to move,
aim, shoot, as well as use gear and special attack. Heroes of Warland is a
competitive mobile game with local and global leaderboards and seasonal
league rewards. The promotional art of the game can be seen in Figure 1.

Figure 1. Heroes of Warland promotional art (Nitro Games 2019)

1.3 The battle pass

The battle pass is a monetization model in video games that rewards the
player with valuable in-game content through a tiered system. It is a subscrip-
tion-based model for payment, which is limited to a certain window of play
time called a “season”. The model is relatively new, but it is already used
across many different genres of video games. The popularity of battle passes
in mobile games has grown vastly in few years, due to games for example
Fortnite, Clash of Clans and PUBG Mobile.
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
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In chapter 2.3 of this thesis, a more detailed examination of the subject is pro-
vided. At present time, only very few research articles could be found online
about battle passes, and only one such article is referred to in this thesis. Sim-
ilarly, the Finnish electronic thesis archive Theseus yielded no results on any
battle pass related keywords. Since battle passes are such a new phenome-
non, the lack of prior research cannot be considered surprising.

1.4 Thesis motive

The incentive to create a new season for the Heroes of Warland-battle pass
was initiated in spring 2020. The last battle pass season had winter holiday-
themed content and had been online for many months. Plans emerged in the
company to create a new spring themed battle pass season with various
green outfits and weapon skins as premium rewards. The game design with
various outfit and weapon skin rewards for the new season was created by Ni-
tro Games’ Senior Product Manager, Kenny Chan. The development objective
was to implement the new season from his design document in Figure 2.

Figure 2. A reward sheet from battle pass design document

Once the motive and task were clear, the planning work began and quickly
continued into programming. The objective of this thesis study was to perform
and report the implementation of a new battle pass season to the mobile
game Heroes of Warland. The implementation was to be completed in JSON
syntax, using Robo 3T to create the new season into the game’s MongoDB
HEROES OF WARLAND-BATTLE PASS SEASON 3 - Database Implementation Erik Råmark Thesis - Theseus
10

database. The method chosen for the project was agile iterative software de-
velopment. The completion would require a combination of study, planning,
programming, and game testing.

Figure 3. Heroes of Warland gameplay (Nitro Games 2019)

Battle pass season 3 would be a new feature to the game to replace the previ-
ous season. Free battle pass would reward the player with occasional in-game
currencies and loot boxes. As an example, in Figure 3 the Foxhound character
on the left-hand side has an outfit that was acquired from a loot box. The pre-
mium battle pass could be purchased in the game store through iOS App
Store and Google Play to receive better rewards from playing the battle pass.
In this thesis, the aim of the development work was to program different con-
figurations and rewards for correct tiers for the new battle pass season in the
game’s development database.

2   MOBILE GAMES

The mobile game industry has grown vastly since people gained access to
smartphones. Mobile games hold a unique position in the video game industry
because they are the most accessible form of gaming. The ability to play on
mobile devices has quickly democratized gaming worldwide. One does not
need expensive gaming computers, controllers, headsets, consoles, or moni-
11

tors to play, but can instead access a game on their phone from almost any-
where in the world. This has been the case only from the mid-nineties to pre-
sent day.

The nearly unlimited access to games quickly formed mobile games to means
to battle boredom or give something to do on public transportation. In the pre-
sent day, mobile games have become so diversified that there is something
for everyone, from small children to professional eSports gamers. Heroes of
Warland falls into the mid-core category in that it is easy to learn, but difficult
to master. The focus of Nitro Games has been to produce high production
value mobile games to mid-core segment (Nitro Games 2021).

2.1 A brief history

How did mobile entertainment emerge in the first place? Throughout history,
human beings have invented ways to have fun and pass time with friends and
family. Within only 30 years, people have gone from holding cards to holding
mobile phones in their hands. The Western culture has evolved together with
technology to eventually democratize these gadgets to be accessible to al-
most everyone around the world.

2.1.1 Roots of mobile entertainment

Jussi Parikka and Jaakko Suominen claim (2006) that the roots of mobile
games can be traced all the way back to the emergence of media culture in
the nineteenth century. In their 2006 paper “Victorian Snakes? Towards A Cul-
tural History of Mobile Games and the Experience of Movement”, they state
that the emergence of the mobile entertainment culture took place a long time
before the first games for mobile phones had been developed in the mid-nine-
ties. At that time, mobile entertainment meant very different things compared
to today.

Mobile entertainment was created in the form of pocketbooks and portable en-
tertainment such as dice, card, and board games. Suominen and Parikka ar-
gue (2006) that the nineteenth century movement experience had a role in
forming the basis for modern mobile entertainment. Since mobile games have
been initially used as something fun to fill the gaps of boredom during travel or
12

waiting, it can be concluded that mobile games have their roots in the earliest
forms of mobile entertainment. Nevertheless, it would take more than a cen-
tury for the first mobile game to be created.

2.1.2 First mobile games

Tetris for Hagenuk MT-2000 is regarded as the first mobile game ever cre-
ated. This happened in 1994, and the Hagenuk phones came with Tetris pre-
installed. It is not a well-known fact because Hagenuk did not do well on the
market. (Todorov 2014.) Other early digital mobile games were titles such as
Snake (1997), BotFighters (2001), Racing Fever Deluxe (2002), Uncle Roy All
Around You (2003) and Playman Summer Games (2004). Then there was
Nokia which made the first truly successful attempt to enter the mobile game
market. For example, Nokia’s 6110 cellular phone came with pre-installed
game Snake and reportedly sold nearly 41 million units in 1998 (Himanshu
2015).

Figure 4. Nokia N-Cage (Back to the Gaming 2021)

The first handheld device for gaming, Nintendo’s Game Boy (1989), undoubt-
edly inspired the making of the first gaming phone N-Cage (2003) by Nokia.
Figure 4 illustrates the early 21st century design of the phone. N-Cage allowed
two people to play together through Bluetooth, creating the basis for multi-
player mobile games. Although Nokia’s N-Cage failed in the market due to
high manufacturing price, bad usability, and poor game distribution, it set the
foundation for mobile gaming ecosystem (Neo Games 2019, 9). After a long
13

period of relatively slow market growth, digital distribution finally made mobile
game development truly profitable.

2.1.3 Digital era

Danger, Inc. and Nokia created the first versions of digital stores for mobile
applications (apps) between 2002 and 2006 (Wikipedia 2021). Nevertheless,
Apple was arguably the first to make a truly profitable mobile app distribution
platform. They launched the Apple App Store in July of 2008 (Bonnington
2013) and paved the way for other tech companies to follow. Google released
their digital store, Google Play for Android, three months after the Apple App
Store launch in 2008 (Wikipedia 2021). Mobile games entered the digital mar-
ket quickly among other apps. Among the first companies to reap the benefits
of the shifting power, from PC- and console-centric gaming market to mobile,
was Rovio (Neo Games 2019, 10).

Angry Birds was released 2009 in Apple iOS App Store and gained massive
popularity around the world (SymbianFreak 2010; Fandom 2021). Three years
later, the first successful implementation of the micropayment model was im-
plemented by Supercell in their two mobile games Hay Day and Clash of
Clans (Neo Games 2019, 10). Both games were released for iOS in 2012 and
a year later for Android (Supercell 2021; Supercell 2021; Koueider 2013;
Supercell Community Forums 2013). The explosive success of these free-
mium games laid the foundation for other mobile game successors using the
same monetization models for years to come.

2.2 Mobile games today

In earlier decades, video game developers used to make their profits solely by
selling the physical copies of the game to consumers. In the present day,
monetization of video games is undergoing an almost constant transformation.
The recent monetization techniques have focused on generating income from
games beyond the initial point of purchasing the product (Petrovskaya &
Zendle 2020). In 2019, the most frequently downloaded mobile game genres
were arcade, puzzle, and other casual games, accounting for 87% of global
game downloads (App Annie 2020, 14). While the shooter genre of Heroes of
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Warland had only a 3% share of the downloads, nevertheless, there still exists
a relatively large market sector for shooter mobile games.

2.2.1 Types of monetization

Mobile games can be considered as hedonic apps that provide emotional at-
tachment and an achievement component (Tang 2016). Therefore, mobile
game monetization is directly connected to mobile app monetization in gen-
eral. Ailie K. Y. Tang divided mobile app business models into four categories
in her 2016 paper “Mobile App Monetization: App Business Models in the Digi-
tal Era”, published in International Journal of Innovation, Management and
Technology. The categories presented in her paper were paid, paidmium, in-
app advertising and freemium.

The paid business model refers to mobile apps that require direct payment
when downloading the product from a digital store. Once the app is paid and
downloaded, it is fully usable with no in-app-purchases. These apps make
profit at the initial point of purchase and no further. (Tang 2016.) Although this
model is the oldest of the four introduced by Tang, it is still widely used with
mobile games.

According to Tang (2016), the paidmium business model entails that the user
is charged upon the app download but can additionally make in-app-pur-
chases within the app. This model is used more commonly with apps and is
not typical for mobile games. However, it is worth to mention that some video
game companies such as EA and Ubisoft have made attempts to apply this
model to their triple A games for PC and consoles (Byford 2017; Marks 2017).

The in-app advertising revenue model is used in apps and games that earn
profit based on advertisement impressions and conversion. Advertisements
appear periodically, making the user either wait for them to finish or giving the
user optional action to reward them in some way. It is typical in this model to
give out the app for free and make revenue solely for the apps. (Tang 2016.)
Many F2P games still use this model, especially indie games.
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Freemium apps make profit solely from in-app-purchases that can upgrade
the app and its services, remove advertisements, or enable certain new func-
tions in the app (Tang 2016). In the mobile game industry, in-app-purchases
can give the user virtual game currency such as gems or coins, unlock new
characters or gear, reward the user with various advances over other players
and enable totally new features in the game. F2P-games such as Heroes of
Warland can be considered as freemium games that are initially given as free
products to gather a high number of users to whom enticing content is then
sold within the product. It is worthy to note that Heroes of Warland also bene-
fits from in-app advertising revenue, and this kind of cross-modeling is com-
mon in mobile games.

The freemium business model was implemented in various software prior to
mobile games. Chris Anderson, the former editor in chief of TechCrunch, has
said that the freemium model inherently has different kinds of limitations, for
example limited features, time, capacity, seats, and customer class (Kincaid
2009). In his 2009 speech at Y Combinator’s Startup School, Anderson stated
that “– free users’ aren’t free loaders, and that it’s okay to let the minority (paid
users) subsidize the majority. Because the free users will recommend to
friends, it’s a great form of marketing. And for those paid users, many of them
are very strong customers –“. The idea in freemium software is to give most of
the product for free but charge the users for various advanced properties.

2.2.2 Mobile gaming statistics

According to the 2019 “Mobile Gaming Report White Paper” by NPD, there
are 210.9 million active mobile gamers in Canada and United States. Active
gamers in this context are defined by the usage of mobile or tablet device for
gaming in the past 30 days. It is estimated that 80% of North American popu-
lation has regular access to smartphones and tablets and 60% of the popula-
tion play mobile games. In 2019, mobile games saw a staggering 25% higher
consumer spend, than all other forms of gaming combined (App Annie 2020,
13). Figure 5 shows a graph from App Annie’s “The State of Mobile 2020” re-
port presenting mobile gaming consumer spend exceeding all other gaming
platforms.
16

Figure 5. Global Consumer Spend in Games (App Annie, 2020)

According to Sensor Tower’s data from iOS App Store and Google Play mo-
bile game revenue in 2018 was $9.37 billion in Canada and United States. As
of 2019, the year-over-year revenue has growth has been 17% in Canada and
US mobile gaming market. In the examination of year-over-year revenue
change from 2018 to 2019, the top three mobile game genres were puzzle,
skill & chance, and shooter. Heroes of Warland falls under the shooter genre,
so it can be considered as part of this revenue growth.

In a 2018 study, the highest rates of platform popularity among Finnish game
studios were acquired by Android with 75% and iOS with 71% (Neo Games
2019, 21). The data indicate how massively the market sector for mobile
games has grown in recent years. Due to the low bar for starting mobile game
development and high accessibility of the target audience, there is no reason
to assume that the mobile game industry would shrink in the near future.

2.3 Battle passes

Ever since video games became available for online purchase due to the high-
speed Internet, their monetization became a continuously evolving process.
Digital games became available in online stores where users could buy and
download games conveniently from the comfort of their home. The rise of free-
mium business models along with accessible digital games brought forth in-
app-purchases or microtransactions. These can comprise any content in the
17

game, for example items, costumes, upgrades, and premium features that can
be bought after the initial download (Vicente 2019). In-app-purchases quickly
appeared in mobile games as well, especially in the F2P games market. In ad-
dition, various subscription-based monetization models for games such as the
battle pass, emerged.

2.3.1 Shifting F2P monetization

Modern F2P mobile game monetization, while still relying mostly on micro-
transactions, has shifted more from loot boxes to subscription-based models.
One such model is the battle pass. Previously, one of the main monetization
mechanics had been loot boxes, but they became controversial after a large
study suggested a link between loot boxes and problem gambling (BBC
2018). Belgium even went so far that they ended up banning loot boxes com-
pletely (BBC 2019). Since loot boxes have been taken under serious legal
scrutiny, mobile game developers have had to find new ways to make money
from their games.

Figure 6. The Fortnite season 2 Battle Pass (Epic Games 2018)

The basic idea behind the battle pass is that the player progresses by reach-
ing certain milestones which reward them with various loot or currencies. Bat-
tle passes have different seasons with changing themes and rewards that last
a limited amount of time. Often, there is a free version and a premium version
which includes more valuable rewards. In Figure 6 it can be seen that Fort-
18

nite’s battle pass season 2 had free and premium versions with different re-
wards. Epic Games’ video game Fortnite was the pioneer of the battle pass,
but the original concept was first introduced in Valve’s Dota 2.

2.3.2 Birth of the battle pass

The first battle pass took form in Valve’s Dota 2 in 2013 and was called the
“Compendium” (Van Allen 2017). Valve has since changed the name from
Compendium to battle pass. Although Valve was the first company to utilize
the idea, Epic Games took the battle pass to a whole new level in 2017 with
their battle royal game Fortnite. Battle royal is a genre or game mode in video
games that is characterized by one large map that shrinks over time, large
pool of players and randomized gear. The goal of battle royal is to survive in
the free-for-all deathmatch as long as possible (Fillari 2019). Epic Games cre-
ated the battle pass in Fortnite’s season 2, combining time and progression for
maximum addiction and capitalizing on a fear of missing out to capture their
players attention (Kiiski 2018).

So why did this new monetization model stick and spread across video games
like a wildfire? On February 22nd, 2018, the third season of Fortnite’s battle
pass sold 5 million units on the first day of its release. Epic Games generated
126 million US Dollars in revenue over the entire month. (Valentine 2018.)
This was a revolutionary event in the video game industry and immediately
grabbed the attention of game developers around the world.

2.3.3 Reasons behind success

During 2019, the popularity of using battle passes in mobile games as moneti-
zation mechanics experienced a significant growth. The share of 100 top-
grossing iOS mobile games in US utilizing battle passes grew from a few per-
cent to 21% by the end of the year. The use of battle passes spread from the
battle royal genre to include other genres such as match 3, idle and racing
games (Kiiski 2019). This is not a coincidence and raises the question about
factors that make battle passes so popular. Rocket League’s director Scott
Rudi’s statement in an interview given for Variety.com sheds some light on the
question: “…I’m a big believer in the one-more-turn compulsion – this idea
19

that, well, I’m only one game away from getting my next tier, so let’s go again”
(Wright 2018).

Battle passes are hoped to increase player retention and give a long-term ob-
jective to the player. One of the driving forces for buying battle passes that re-
ward players with exclusive rewards seems to be the fear of missing out. As
Kiiski (2018) puts it, a strong psychological driver, the feeling of missing out,
has proven to be an effective retention mechanic and incentive to play in cer-
tain types of video games.

Cosmetic items typically become rare commodities in the game world as they
are often available during one season exclusively. Even entire game modes
can be locked behind the battle pass paywall, as in the case with Mario Kart
Tour (Kiiski 2019). Diehard game fans would never risk missing out features
like these. The battle pass can give a player an addictive sense of progression
between core play sessions (Kiiski 2018).

Free-to-play mobile games often heavily rely on in-app-purchases for their
monetization. Polygon’s Clayton Ashley (2018) claims that the battle pass is
seen as more consumer-friendly monetization option than loot boxes and ga-
chas. It does not rely on randomized rewards given in return to spending
money but rather communicates precisely what rewards the player can re-
ceive upon purchase (Ashley 2018). This nuance is crucial in building trust
and transparency between the consumer and the developer. In addition, battle
passes have not faced legal action against them like the loot boxes and ga-
chas have. Because of the transparency considering rewards, they cannot be
likened to gambling.

3   DATABASES

The object of development in this thesis, the third season of Heroes of War-
land-battle pass, was built in MongoDB development database dedicated to
the game. This chapter provides general information on databases and the
tools that were used to implement the said development work. The chosen
methods are introduced, and their benefits are examined.
20

3.1 Definition of a database

A database can be simply defined as a collection of structured information that
is organized and can be stored or accessed in a computer system. Databases
are typically controlled with an interface between the database and its end us-
ers, more commonly known as the database management system (DBMS).
The data, DBMS and associated applications together form the database sys-
tem, that is more commonly referred simply as database. There exists a vari-
ety of database types such as hierarchical databases, network databases, ob-
ject-oriented databases, relational databases, and NoSQL databases. (Oracle
2021.)

3.2 Short history

The first databases emerged in the early 1960s as navigational databases re-
lying on tree-like hierarchies and network databases allowing more flexible
data relationships. These simple models were sufficient to manipulate and
store data at the time, but they lacked true flexibility. In the 1980s, relational
databases gained popularity for their efficiency and flexibility in accessing
data. Object-oriented databases became widely used in the 1990s and intro-
duced a way of clustering data in the form of objects. As the Internet evolved
the need for faster processing speed of unstructured data resulted in the de-
velopment of NoSQL databases. Finally, today the new ways of data collec-
tion, management, storage, and utilization have resulted in developments
such as cloud databases and self-driving databases. (Oracle 2021.)

3.3 Implementation tools

Before the actual implementation of the development work within the frame-
work of this thesis, the programming syntax, DBMS, and database had to be
chosen. While the choices were quite straightforward due to the company
standards of the commissioner, the following chapters will highlight the various
benefits of using each tool for the implementation.
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3.3.1 JSON

JSON stands for JavaScript Object Notation and is used for storing and ex-
changing data. It is a lightweight, text-only format that uses JavaScript syntax.
JSON is self-describing, it is easy to understand, and it is often used, for ex-
ample, when data is sent from a server to a web page (W3schools 2020). It
can be written and read with ease, by both humans and computers. JSON is
built on two structures: a collection of name and value pairs and an ordered
list of values (Ecma International 2017). It works purely as a string with a
specified data format and contains only properties. JSON requires double
quotes around each property name (Mozilla 2020). Typical JSON syntax can
be seen in Figure 7.

Figure 7. Example of JSON syntax (Ekunola 2020)

While sharing some familiar conventions with the C-family of programming
languages, in the end JSON stands as a language-independent text format.
Relevant concepts in JSON are arrays, objects, and values. Arrays are or-
dered collections of values that begin and end with square brackets and are
separated with commas. Objects, on the other hand, consist of unordered sets
of name/value pairs, and begin and end with curly brackets. Every object
name is followed by a colon and their name/value pairs are separated with
commas. Lastly, values can be strings, numbers, Booleans, nulls, or even ob-
jects or arrays (Ecma International 2017).
22

In game development, JSON is useful for storing and exchanging data with
the game server. It can be used to store various types of data ranging from
game states to player inventory. Online multiplayer games can have infor-
mation stored in JSON that can be changed on the fly when testing and updat-
ing the game. For example, a database could hold JSON vales for a certain
weapon’s fire rate, damage and reload speed. Tweaking a fire rate’s number
value from 0.9 to 1.1 would make the weapon fire more frequently. This exam-
ple demonstrates the easy usability of JSON for game development.

Before implementing the development work of this thesis study, a program-
ming language and software had to be chosen. It was natural to use JSON as
the backend implementation language because of the author’s prior experi-
ence and the fact that Nitro Games uses it widely in their databases. JSON is
also extremely compatible with MongoDB database that was used in the de-
velopment.

3.3.2 Robo 3T

Formerly known as Robomongo, Robo 3T is a native cross-platform MongoDB
manager client (3T Software Labs 2020). It is a desktop graphical user inter-
face (GUI) for MongoDB hosting deployments that allows the user to control
data with visual rather than text-based interface (Simsek 2017). Since its
launch, Robo 3T client has provided an open-source MongoDB tool for shell
embedding. The client is free to download, regularly developed, open-source
and community driven. Robo 3T exists in the top 0.008% of all GitHub reposi-
tories and is the number 34 C++ repository in GitHub (3T Software Labs
2020). It is used by many widely known companies such as eBay, Adobe,
Google, Sega, and EA.
23

Figure 8. Example MongoDB 3.4 cluster view on Robo 3T (Simsek 2017)

The client is very handy for making queries in datasets and allows the user to
edit, insert, and remove contents with ease. With reference to Heroes of War-
land, live operations such as the battle pass could be configured in a handful
of different documents in the game database. Figure 8 shows what typical
Robo 3T interface looks like. It has three different view modes: tree mode, ta-
ble mode and text mode. Collections can be browsed from the left-hand side
directories, and queries can be made by typing into the dark text field at the
top. Query results are displayed on a list in the center where files can be cre-
ated, edited, and removed.

In this thesis, Robo 3T was chosen as DBMS for the development work.
JSON syntax communicates with Robo 3T very well. The staff of Nitro Games
was very well versed in using JSON with Robo 3T, and, therefore, it was easy
to acquire informed support for any task at hand. The author also had solid ex-
perience of using Robo 3T with JSON prior to this development work. Robo
3T has a wide community-driven documentation online and is constantly up-
dated. Therefore, any problems occurring with the client could be very likely
resolved easily.

3.3.3 MongoDB

According to MongoDB website (2021), MongoDB is “-- a general purpose,
document-based, distributed database built for modern application developers
24

and for the cloud era”. This cross-platform open-source document store model
was released in 2009 by MondoBD Inc (solid IT 2021). MongoDB is character-
ized with high scalability and flexibility and aims to meet the querying and in-
dexing need of database developers. It is described as simple document
model to learn and use and has available versions for both cloud and server
environments. (MongoDB, Inc. 2021.)

In MongoDB, data records are stored as binary representations of JSON doc-
uments (BSON). In the database, the documents exist in collections, of which
there must be at least one (MongoDB, Inc. 2021). The document structure
consists of field-and-value pairs, where the field can be any BSON data type.
These data types can be for example an ObjectId, embedded document, date
or NumberLong (MongoDB, Inc. 2021). In this thesis study, the used data
types were mostly strings, integers, dates, and Booleans. Figure 9 shows a
typical example of MongoDB document structure.

Figure 9. The document structure in MongoDB (MongoDB, Inc. 2021)

In MongoDB, data can be modeled in a few different ways by using JSON.
The embedded data model is commonly used when there are one-to-many re-
lationships between entities and relationships that contain other entities. The
benefit of using this data model is data update with single write operations and
better performance in read operations. This data model can reduce the num-
ber of queries and updates for common application operations. (MongoDB,
Inc. 2021.) The embedded data model was used in many cases in Heroes of
Warland database, which resulted in better readability, less document frag-
mentation and more pragmatic database architecture. Figure 10 represent an
example use-case of the embedded data model.
25

Figure 10. Example of embedded data model in MongoDB (MongoDB, Inc. 2021)

The example in Figure 10 shows how certain information has been embedded
within “contact” and “access” objects. This model makes the document easy to
understand without a need for multiple references across different directories.
On the other hand, Figure 11 represents an example use-case for database
relationships using references between different documents. This is known as
normalized data model in MongoDB. The documents are in JSON syntax and
contain many-to-many relations visualized with arrows. This normalized Mon-
goDB data model is pivotal for game databases where complex relationships
are required between multiple documents. The same model was also used in
the actual database of Heroes of Warland in addition to the embedded data
model.

Figure 11. Example of normalized data model in MongoDB (MongoDB, Inc. 2021)
26

Like all databases, MongoDB has various advantages and disadvantages in
terms of suitability for an online game database. Why would this document-ori-
ented NoSQL database be a strong candidate for Heroes of Warland? Mon-
goDB is distributed and geographically highly scalable. It uses shards for hori-
zontal scalability, which helps in increasing storage capacity (MongoDB, Inc.
2021). These are significant advantages when the player base is predicted to
grow in multiple locations across the globe. Therefore, MongoDB improves the
performance of the online game worldwide.

In addition, MongoDB is simple to learn, use, and teach to others. It has great
online documentation and is being developed constantly. These characteris-
tics are ideal in the fast-moving game industry. The downsides of MongoDB
are issues with transactions, document joins, indexing and duplicate data.
Luckily, these issues are being worked on by developers and communities.

MongoDB uses binary serialized JSON for document storage and is a great fit
for modern JavaScript frameworks. It uses JSON implementation to offer addi-
tional datatypes such as arrays and provides data validation based on JSON
schema standard. These features make JSON an excellent choice to be used
in the database programming together with MongoDB.

4   DEVELOPMENT WORK

This chapter explains in detail how the development work in this thesis study
was executed. First, it had to be investigated how the battle pass seasons
worked in the game database by examining the mechanics of previous battle
pass seasons. There were two previous seasons of the battle pass to exam-
ine, seasons 1 and 2. The documentation of the previous seasons revealed
valuable information about the way the new season should be configured.
With the new season, new assets had to be created by the company staff. Ni-
tro Games’ artists created new art for the battle pass season 3, as can be
seen in Figure 12.
27

Figure 12. Game art for the new battle pass season (Nitro Games 2020)

4.1   Preparation

Nitro Games’ Senior Product Manager Kenny Chan began creating the design
for the new season. His objective was to plan and document the new battle
pass rewards so they could be implemented into the game’s development ver-
sion. There were two tiers of the battle pass with different rewards: free and
premium. Chan linked the design sheet with progression stats and correlated
rewards to be coded into JSON. The values had to be put into Heroes of War-
land development database from the game design sheets. Eventually, the
JSON functionality would be tested in-game.

The database research consisted of examining different directories in the de-
velopment database, opening related documents, and listing necessary data-
base relations. Game programmers Jani Ahde and Eetu Arvilommi instructed
in the process since they had knowledge from the previous battle pass sea-
sons. A diagram was created for necessary database relations to understand
28

the overall structure needed for the complete implementation. The complex re-
lationships between name-value pairs, when used as normalized data model
using references, were visualized in the form of a diagram seen in Figure 13.

Figure 13. Database relations visualized (dbdiagram.io 2020)

In the diagram, the headers represent different documents, and their name-
value pairs are listed below them. The documents had specific key references
to one another, not all of which are displayed here. The data types used in
these documents were mostly ObjectIds, strings, integers, dates, and Boole-
ans. Visualizing the key references helped to comprehend the battle pass sea-
son as a complete system, instead of many different fragmented parts in vari-
ous directories.

4.2 Design

Seven days were used for the design of the battle pass. Code designs were
written in a text editor and compared to the pre-existing codes in the game da-
tabase. Comments were inserted into the code designs for a better under-
standing of different name-value pairs. Designs were stored in text format to
be used later in Robo 3T in the actual implementation. A single code design
with personal comments can be seen in Figure 14. This particular document
used both the normative and embedded data models. Most of the name-value
pairs used references, but the “settings” is an object with an embedded name-
value pair in it.
29

Figure 14. JSON code for the new battle pass season

In the actual programming phase, comments were not supported. In order to
prevent fatal errors in the functioning of the database, Robo 3T does not sup-
port any comments, and only clean code can be saved into the database doc-
uments. Although Robo 3T prevented the saving of basic syntax errors in the
codes, one had to be careful so as not to cause any conflicts with faulty code
in the database. This fact highlighted the importance of design before execu-
tion. The design process allowed commenting for every part of the code,
which made it easier to show dependencies between documents and the need
for each name-value pair and object.

4.3 Programming

The programming was done in JSON, in the Robo 3T software. The pre-made
code designs were ported as new documents in the MongoDB development
database. As was mentioned earlier, all comments had to be removed from
the codes before the software allowed them to be saved. The study of the al-
ready existing directories allowed for an agile development of the third battle
pass season. The reward document seen in Figure 15 combined the embed-
ded and normalized data models, using references together with an embed-
ded “content” object.

Figure 15. Code for a premium battle pass reward

All the free and premium rewards were implemented in the development data-
base, as seen in Figure 15. Every reward item was programmed as a different
30

document and included a reference to the correct battle pass season id. For
the rewards to function properly, their correct types had to be acquired from
the database item directory. The reward types are not capable of tolerating a
single spelling error.

Figure 16. Item file configuration for the battle pass product

As seen in Figure 16, a new item file for the season was configured. The aim
was to include name-value pairs for features such as season name, duration,
and key art path. A premium battle pass was configured as a product to be
purchased inside the game. Finally, localizations for the battle pass rewards
were added to a localization sheet online, as seen in Figure 17.

Figure 17. Updating the development localization sheet

Testing was executed throughout the programming process. Iterative pro-
gramming and a routine of verifying the results in-game created an effective
workflow. The purpose of performing programming and testing simultaneously
was the desire to obtain visual feedback on the programming and a deeper
understanding of the technology behind the game.

4.4   Testing

Enormous emphasis was put on testing throughout the thesis study. It was
crucial to test the product continually whenever a change was made to confirm
31

the quality of the code. A usual test case involved inserting or editing a docu-
ment in the database, launching the development version of the game, and
completing the necessary steps to observe the results in-game.

Figure 18. Premium battle pass purchase dialog in the development environment

Various placeholders were often used in the development environment, as
presented in Figure 18. It can be seen from the picture that the key art, offer
duration and purchase price are not final. This highlights that functionality test-
ing does not require any final values in-game. The live environment of the
game was intended to display a price in real currency in the green purchase
button.

The aspects that underwent testing were the user interface, player’s progres-
sion, and rewards. The user interface was the easiest area to test since the
results were visible almost immediately after the changes were made in the
database. The user interface consisted of the battle pass view, battle pass
purchase dialog and reward view. The testing of the reward view with unfin-
ished type localization can be seen in Figure 19.
32

Figure 19. Reward view in the development game version

Once the localizations had been updated, the type names would become
fixed. The battle pass view during testing can be seen in Figure 20. The most
complicated area to test was player’s progression since it required either a
great amount of time to play the game or changing the configuration from the
database and reloading the game.

Figure 20. Battle pass view in the development game version

The testing of the player’s progression and rewards was interdependent since
rewards were received through battle points which, in turn, were received from
scoring in actual matches. Testing both areas required playing the develop-
ment version of the game. When necessary, it was possible to alter player’s
progression from the database to test higher tiers more quickly. Although da-
tabase changes were much quicker to make, progress made by playing was
always a more reliable way to test the battle pass.
33

5   CONCLUSIONS

Since battle passes have proven to be effective monetization models for F2P
mobile games, it was a natural step for Heroes of Warland to adopt this ap-
proach. Instead of separate short-term goals of scoring in matches, it gave the
players a long-term goal to pursue. This long-term goal serves as a psycho-
logical driver for players increasing retention and the number of matches
played.

The result of the game development process conducted in this thesis study in
cooperation with other Nitro Games staff was a new battle pass product for
Heroes of Warland. The battle pass was released in May 2020, together with
the 1.8.0 game update. The product consisted of free and premium versions
of season 3 and generated additional revenue for Nitro Games through the
game’s in-app-purchases. Furthermore, new in-game content was presented
for the players of Heroes of Warland. The final image of the battle pass in-
game can be seen in Figure 21.

Figure 21. Battle pass view in the live game version (Nitro Games 2020)

Challenges in this thesis study were mainly due to unclear communication
with the development team, the amount of testing required for the battle pass
and purchasing issues with some players. Although the battle pass backend
implementation was relatively easy to do, it was difficult to investigate various
frontend problems because of limited access or competence. These problems
emerged from technical aspects that were unknown to the author and required
assistance from colleagues.
34

There were times where some tasks could have been done as part of this the-
sis study, but were instead done by another party, without clear communica-
tion between staff members. The company’s channels of communications
could have been utilized in a more transparent manner to make everyone’s
role in the work clear. No game can ever be tested completely, and in this
study some parts of the testing had to be omitted due to other work responsi-
bilities. The testing of the battle pass could have been externalized or per-
formed more systematically. Some players contacted the support team about
not receiving the premium pass upon purchase and had to be helped individu-
ally through the live database. These issues were not directly tied to the new
implementation but, nonetheless, resulted in some additional work.

The framework of the thesis helped to clarify the history and monetization
models of mobile games for other game programming students. In general
terms, the process of game development is likely to improve one’s program-
ming skills and knowledge of databases. In addition, implementation proce-
dures help to understand how the development projects for new products are
organized in the mobile game industry.

In the future, the experience gained from this thesis study can be beneficial for
anyone working with game databases and any possible live operations. The
theoretical framework of the thesis might be useful in general when designing
and implementing new battle passes. Also, the theoretical study on battle
passes may benefit game programming students in their future projects.
35

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