That's less demanding compared to fortnite materials
more"hardcore" games, such as World of Warcraft itself, which can require hours of continuous play and provides substantial in-game benefits, which could only be achieved by people who put in the requisite dedication.
In the same way, Fortnite forgoes one of the more malign innovations the gaming market has struck upon over the past few decades,the loot box. Other games don't offer rewards in a traditional manner: rather, players earn or buy loot boxes, decal packs, and the like, which include a chance at receiving the thing they genuinely want, and a far bigger prospect of receiving nearly nothing.
The unpredictable rewards this creates can be incredibly compelling, for the exact same reason a slot machine sucks people in.
Epic Games, the Fortnite traps
manufacturer of Fortnite, has passed over other popular money-spinners from the gaming space. There's no energy method, demanding cash for continued accessibility; there are no timers, offering the choice to skip the countdown for money;there is not any possibility of paying to win, with actual funds to buy digital benefits.
Instead, the company seems to have taken a simpler tack: build an enjoyable sport, monetise it and expect to make more profit from 100 million happy players than a thousand exploited ones.