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How Fortnite Exploits Your FOMO

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Game Maker's Toolkit9:26Open on YouTube
Chapters show their main points

The bottom line

Fortnite's constant removal of content makes the game fresh and approachable, and it also works as a FOMO retention tool that pressures players to buy and keep playing. Players can enjoy the first benefit and resist the second by noticing the tactics and asking whether they play for fun or for pressure.

Key takeaways

  • Fortnite removes content about as often as it adds it. 1:14
    • The map has been destroyed and remade twice already, and the latest rebuild replaced places like Tilted Towers and Rave Cave.
    • Vehicles such as tanks, flying saucers and helicopters are gone, and themed-week weapons vanish after seven days.
  • This constant turnover makes the game itself more fun and easier to join. 2:09
    • The core loop of 100 players, scavenging and a shrinking storm has barely changed since 2017.
    • Removing old content stops the game from piling up five years of ideas that would overwhelm new players.
  • Limited availability is also a retention technique that plays on fear of missing out. 3:57
    • Marketers have long used limited time or stock to push sales, from the McRib to Nintendo pulling Mario 3D All-Stars.
    • The item shop shows a handful of items that refresh daily, and an unfinished battle pass is lost forever.
  • This pressure can trap players in treadmills, and it works best on the young. 5:55
    • A Destiny 2 player wrote that they play to minimise missing a reward rather than to maximise progression.
    • FOMO may play a part in gaming addiction, though studies are limited, and it is more effective on children and young adults.
  • Awareness of the tactics is the best defence, and some developers are easing the pressure. 7:51
    • Halo Infinite's battle pass doesn't expire, and Bungie reduced the penalties for missing a week in Destiny 2.
    • Letting yourself miss something on purpose shows that going without isn't as bad as feared.

Are you playing this game because it's fun, or because you feel pressured to keep up with its rewards?

Mark Brown, Game Maker's Toolkit

Chapter summaries

0:00 The old world ends in a live event

Fortnite stages the end of its map as a one-time show.

  • Players watch the world vanish together. 0:09
    • All modes shut off and players land in a waiting room above a black void.
    • A cutscene erases the whole map.
    • A slow mini game about collecting "zero point" blobs follows.
    • Brie Larson stitches a new world together, then servers go down briefly.

1:14 Constant change keeps the game fresh

Fortnite's core never changes; everything around it rotates
Removing old content keeps the game fresh and stops years of ideas from overwhelming new players.

Steady turnover makes Fortnite feel new every week while the core stays simple.

  • The world changes in small steps between big resets. 1:31
    • Chrome blobs slowly turned Coney Crossroads into Chrome Crossroads.
    • Movie tie-ins, digital concerts and whole modes came and went.
    • The Fortnite wiki is so full of past tense that it reads like an archaeological history.
    • The new map adds an autumn forest, a medieval castle and a snowy wasteland.
  • Chapter four is so big it feels like a new game. 2:46
    • It adds randomised perks, a pogo stick hammer, capture the flag and Unreal Engine 5 Lumen lighting.
    • Limited content feels more special than content that never leaves.
    • Building was the only major change since 2017, and its removal was welcome.
    • Mark thinks Fortnite changed more in this update than Overwatch did in its sequel.

3:49 Limited time is also a hook

Impermanence also works as a retention technique that plays on fear of missing out.

  • Scarcity makes people value things more than they should. 4:01
    • Fear of missing out is anxiety that can come from many sources.
    • It ranges from envy on Facebook to the urge to buy before something disappears.
    • McDonald's Szechuan Sauce is another example of limited supply creating demand.
    • A Turbo Man toy clip jokes about the frenzy over a scarce doll.

4:44 How live service games turn fear into pressure

Every Fortnite feature ends in 'act now or lose it'
Scarcity and deadlines are built into the shop, the pass and the quests, and together they make a content treadmill.

Fortnite's item shop, battle pass and weekly quests are built to make players act now or lose out.

  • Fortnite's store and pass are designed around scarcity and deadlines. 5:05
    • The item shop could list every skin but shows a handful, so a skin you like seems to need buying now.
    • A battle pass sells the chance to unlock items over time, so you must keep playing to get what you paid for.
    • Weekly quests must now be finished within that week, so you can't take time off and keep up.
    • The same fear runs through daily rewards, seasons, expiring passes, double XP weekends and streaks that reset to zero.
  • The pressure can leave players feeling trapped. 5:55
    • Some players feel locked into one game, because time on other titles puts them behind on a pass or seasonal challenge.
    • Dozens of Reddit posts describe these content treadmills across live service games.
    • Fortnite courts the young, and psychological tricks work better on them.

6:40 Why it bothers some players less than others

FOMO is a real harm, but Fortnite's cosmetic-only model is far milder than other ways of making money from games.

  • Mark Brown isn't bothered by Fortnite's FOMO. 6:40
    • He doesn't collect everything, and he plays for the fun of the game rather than for unlocks.
    • He joined late and has already missed so much that missing more hardly matters.
    • He expects to move on from Fortnite eventually, so he doesn't care how much digital junk he gathers.
  • Fortnite avoids the worst monetisation methods. 7:17
    • Everything you can buy or unlock is purely cosmetic, with nothing that makes you stronger.
    • Randomised loot boxes were removed, likely because more countries are investigating or banning them.

7:51 Fighting back against FOMO

Some studios are already softening FOMO; Fortnite sets the trend
FortniteDestiny 2Halo Infinite
Battle passUnfinished content lost foreverNot coveredNever expires
Missing a weekWeekly quests expire that weekReduced XP and bright dust penaltiesWork at your own pace
Names FOMONoYes, by nameNot covered
Industry roleLeader others copyEasing FOMOEasing FOMO
Because other developers copy nearly everything Fortnite does, its next choices matter most.

Developers can ease FOMO and players can break its hold by noticing it and asking why they play.

  • Other studios are trying to soften FOMO, and Fortnite sets the trend. 7:51
    • Bungie named FOMO outright in Destiny 2 and reduced the XP and bright dust penalties for missing a week.
    • Other developers copy nearly everything Fortnite does, so its choices matter most.
  • Awareness is the best defence for players. 8:38
    • Knowing the tricks stops them from pulling you into things you don't want to do.
    • Ask whether you play for fun, for the rewards, to avoid missing time-limited content, or because friends will mock your skin.
    • His advice if the answer is pressure: play something else.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Fortnite's habit of removing content as often as it adds it can keep a live game fresh and approachable, but the same time limits double as a retention tool built on fear of missing out. The Chapter 4 finale, where the whole map is destroyed and replaced, shows the upside, while the expiring battle pass and rotating item shop show the manipulative side.

Lessons that draw on this:

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript155 lines
0:00

Hey. Mark here. So at the weekend, I watched Fortnite end. Here’s what happened. All of the game modes were suddenly completely disabled. And then me and my family were yanked out of the lobby and into an ominous waiting room above a black void. Then, in a glitzy cutscene, we watched the entire game world blip into nonexistence. This led to a... slightly tedious mini game collection about collecting "zero point" blobs, before Brie Larsen appeared and did some sci-fi magic to stitch together chunks of an entirely new world.

0:36

And so after a brief bit of server downtime... Fortnite was back, with a brand new map to play in. Iconic locations like Tilted Towers, Coney Crossroads, and Rave Cave are gone, replaced by an autumnal forest, a medieval castle, a snowy wasteland, and more. Okay - so this isn't the first time this has happened. Fortnite has actually been destroyed and remade twice already. But it's the first time since I started playing the game earlier this year.

1:05

And in the months since I've been playing it, this sort of destruction has emerged as a clear and prominent part of the game's design. As often as Epic adds new content to Fortnite, it removes other stuff. Right now I'm enjoying darting about on dirt-bikes, but in the past the game has had tanks, flying saucers, helicopters and the gravity-defying car from Rocket League. That's all gone now. The map - the one that just got destroyed - also morphed and changed over the time I played it.

1:36

It was slowly overtaken by big blobs of melted chrome, permanently changing Coney Crossroads into Chrome Crossroads. There have also been themed weeks - like Star Wars week, Bownanza week, and fire week - where content like weapons and roaming characters appear - and then disappear seven days later. There have also been all sorts of limited time events, like movie tie-ins, digital concerts, and even entire modes. In fact, so much stuff in the Fornite wiki is talked about in the past tense that it reads more like an archeological history of the game than a helpful guide.

2:09

And for me, this constant change has made Fortnite one of the most enjoyable and exciting multiplayer games I've played in years. The core of the game has pretty much remained the same: 100 people drop onto an island. They scavenge weapons and items. They get pushed into the centre of an ever-closing circular storm. And they duke it out to be the last man, or last team, standing. The only significant change since 2017 has been the welcome removal of the awkward building mechanic.

2:37

But everything else keeps shifting and changing. There are new weapons, new costumes, new areas, new boss fights, new game mechanics. This new update - chapter four - is so big that it feels like an entirely new game. That's thanks to a randomised perk system, a ridiculous pogo stick hammer, a new capture the flag mechanic, and the introduction of Unreal Engine 5 tech like Lumen Lighting. To be honest, Fortnite has probably changed more in this one update than Overwatch did in its numbered sequel.

3:07

Every week the game feels fresh enough to keep it interesting, and you never know what Fortnite will be like from month to month - whereas other, older multiplayer games have soon grown stale and boring. And by removing content over time, Epic has stopped Fortnite from being overwhelming to new players. Imagine if the current map contained four or five years worth of ideas and mechanics. It would be impossible for someone to jump in now.

3:30

But instead, the game has managed to maintain a very approachable, casual, arcade feel since its inception. Plus, having content be limited makes it feel more special and memorable, than something that's hung around forever. I’ve never put a game event in my calendar before, but I didn’t want to miss out on the one-and-done chapter finale. But. I can't ignore the fact that making content time limited and impermanent...

3:53

well, Epic isn't just doing that to make the game more fun. This can also be a powerful retention technique, designed to keep you hooked. Marketers have long known that advertising something as limited - in time or stock - can encourage people to buy stuff, simply because if they don't get it right now... they may never get it. From the McRib and Szechuan Sauce at McDonalds, to Nintendo pulling Mario 3D All-Stars from the eShop, we can be tricked into putting more value into something, simply because the seller has decided to limit its availability.

4:23

HOWARD: Excuse me. CLERK: Yes? HOWARD: I'm trying to find the Turbo Man doll. MYRON: Me too! Me too! HOWARD: Do you have any more in the back? CLERK: *Laughs in capitalism* It's playing on FOMO - or fear of missing out. That's a psychological anxiety that can arise in many ways - from the social angst of seeing people living better lives on Facebook, to a desire to purchase something before it disappears. And this fear is all over live service games.

4:49

Daily rewards, weekly quests, seasons, chapters, battle passes that expire after a month, time-limited events, double XP weekends, and streaks you have to maintain at the peril of going back to zero. And its definitely a huge part of Fortnite's design. Take the item shop - it could hold every single costume and emote that you can buy, but instead it just lists a handful of items - and will refresh with new stock tomorrow.

5:15

By limiting availability, Epic is hoping that if you see a skin you like you'll be pressured into buying it now because who knows when it will appear again? The battle pass is also built around this idea. Instead of buying a bunch of skins, emotes, gliders, and sprays that you can immediately start using - you instead buy the opportunity to unlock them over time. And so you have to keep playing, and keep investing your time, if you want to get all the stuff you paid for.

5:41

And you better hurry up, because if you don't complete the battle pass, all that content is gone. Forever. And as of this new update, the weekly quests must now be finished within that week - so if you want to keep up, you can't take time off. Now for some players, this weaponised FOMO can lead to a pretty crummy experience. There are dozens of Reddit posts from players who feel trapped by these content treadmills in various live service games.

6:07

This user, on the Destiny 2 sub, says "I feel like I'm playing to minimise missing a reward rather than playing to maximise my progression." Other players talk about feeling locked in to a single game, because time spent on other titles will put you behind on a battle pass or seasonal challenge. FOMO is also potentially a factor in gaming addiction or gaming disorder - though, studies are naturally pretty limited right now.

6:31

But we very much know that every psychological trick in the book is more effective on children and young adults - a group that Fortnite obviously tries to court. For me personally, FOMO in Fortnite doesn't really bother me. I'm not interested in collecting all the skins and emotes, or completing all the quests and challenges. Part of this comes from getting into the game so late: I've already missed so much stuff that it doesn't really matter if I miss more.

6:56

I'm also certain that I'll move on from Fortnite at some point, so who cares how much digital junk i've accrued? And I also just play Fortnite for the fun of the game - not to chase unlocks, quests, and levels. And like I sad before, it's here - in the game itself - that the constant content turnover actually works best - as the endlessly changing world has made Fortnite more fun and exciting. It's also worth noting that there are far, far worse methods to monetise a game.

7:22

Like being able to buy stuff that makes you more powerful or effective against other players. Literally everything you can buy or unlock in Fortnite is purely cosmetic. And the most disgusting one of all - randomised loot boxes. Fortnite did have them in the past, but removed them - likely because more and more countries are investigating the practice, or outright declaring it illegal. But I do see how other players might find the psychological tug of FOMO too powerful to ignore.

7:51

So it's been interesting to see other companies try to reduce its harmful effects. For example Halo Infinite's battle pass doesn't expire, so you can keep working towards its unlocks for as long as it takes. And Bungie has literally called out FOMO by name, in Destiny 2, and made some strides towards easing its negative effects - like reducing penalties on XP and bright dust for missing a given week of the game. Fortnite will be the one to watch though - as the leader in this space, it's clear that other developers are copying, well, pretty much everything it does.

8:22

There are, thankfully, things you can do, as a player, to fight back against FOMO. For example, intentionally letting yourself miss out on something can make you realise that going without... didn't actually feel as bad as you feared it might. And that can break the spell of FOMO in the future. But the most important thing to do is to simply be aware of these tactics. If you know that these tricks exist, understand how shady companies can exploit them, and acknowledge their existence in the games you play, you can stop them from subconsciously sucking you into doing stuff you don't want to do.

8:55

So be mindful and really ask yourself: are you playing this game because it's fun, or because you feel pressured to keep up with its rewards? Or because you don't want to miss out on time-limited content? Or because your pals will make fun of you if you don't have the latest skin? If so, play something else. And get some new friends. What do you reckon? Does Fortnite exploit the fear of missing out to make money? Or is it an exciting part of live service games?

9:21

Or a little bit of both? Let me know, in the comments down below.