Zynga · FarmVille 2: Country Escape

Adding a Premium tier to an existing system

Role
Lead UX Designer
Goal

Make the new pass rewards feel worth the higher price for the same effort.

The redesigned Battle Pass on iPhone
Overview

FarmVille 2 already sold an Elite Battle Pass. Users were inclined to pay a higher price for 15x the rewards.

Problem

Why would anyone switch to the pricier pass?

Players had to see the extra value at a glance, and trust that the extra rewards wouldn't take extra effort.

Context

Three tiers, one event

Every Battle Pass runs alongside a limited-time event. Everyone gets the free track. Elite was the only paid option.

Premium is new: it includes everything in Elite, plus bigger rewards, exclusive perks and cosmetics.

Why now

Players were already asking for it

“We can’t wait for more Battlepass content! We’re happy to pay more if the value is there.”

High-value player survey, 2000+ responses

Research

Learn from games that already do this well

01Competitor teardown

How Township, FarmVille 3 and Brawl Stars stack paid tiers, and what makes the top tier feel special.

02High-value player survey

2000+ responses on pain points and which rewards players actually want, which helped us pick the Premium rewards.

Competitors
Township: paid and free tracks as two rows
Township: paid and free tracks as two rows
FarmVille 3: one Season Pass row over free rewards
FarmVille 3: one Season Pass row over free rewards
Brawl Stars: a Plus tier sitting on the same track
Brawl Stars: a Plus tier sitting on the same track
Player survey
2,933 responses, 90% of them from players at level 50 and above
2,933 responses, 90% of them from players at level 50 and above
Idea

Three ways to fit a third tier

Three tiers, stacked: Free, Elite and Premium as three rows.

Two tiers, stacked: Free below, Elite and Premium sharing one row.

Separate screens: one Battle Pass for Elite, another for Premium.

Trade-offs

Weighing each option

Picked

Two tiers, stacked

Pros: low UX cost, no re-tuning, familiar progression, art can be reused. Cons: new milestones may look like more work, and there are more rewards to keep track of. UX note: make Premium rewards read as extras on existing milestones, not new ones.

Considered

Three tiers, stacked

Pros: no re-tuning, and two parallel tracks are easy to compare. Cons: the whole main UI gets redone, 30 new milestones each need to feel valuable, and art can't be reused. UX note: needs clear parallel tracks on a full-screen UI.

Considered

Two separate passes

Pros: suits both casual and hardcore players, with more revenue potential. Cons: extra UX for a second pass, plus balancing rewards and tasks across both. UX note: clear differences between the passes, with their own FTUEs and surfacing.

Decision

Premium sits right next to Elite

What we picked

Two tiers, stacked. Premium rewards sit beside the Elite rewards with a richer visual treatment, so players compare them in one glance, with minimal redesign.

So I

left the Premium milestones unnumbered and gave them a smaller, in-between treatment, so they read as a bonus on the same path, not more work.

Before

Elite was the only paid row

One paid track with free rewards underneath. Nothing to upsell to, and no room for a higher tier.

The old Battle Pass
After

Premium rewards stacked on top of Elite

Premium rewards sit above each Elite reward on the same track, so players see exactly what more they get, at every step.

The redesigned Battle Pass
Main screen

One screen, two paid tracks

Premium and Elite share a row, the Buy button stays where players already look, and new pagination makes the longer track easy to scan.

One screen, two paid tracks12345678
  1. 1Buy button location retainedPlayers already know where to buy
  2. 2Primary upsell spaceThe Premium badge takes the top-left slot
  3. 3Compare rewardsOpens Elite vs Premium side by side
  4. 4Combined Premium and Elite trackOne row, one path
  5. 5Pass associatorA small badge ties each card to its pass
  6. 6Distinct card treatmentPurple and gold for Premium
  7. 7Intermediate milestoneUnnumbered and smaller: a bonus, not more work
  8. 8New paginationJump ahead through a longer track
Purchase page

Twice the room to sell Premium

The purchase page gives Premium double the space and lists its perks up front, with a shortcut to compare both passes.

Twice the room to sell Premium1234
  1. 1Comparison screenOne tap to see every reward side by side
  2. 2Perks tabAdded later, after early feedback
  3. 3Double the spacePremium gets twice the room of Elite
  4. 4PerksShown up front, before you buy
Comparison screen

Every reward, side by side

A new screen for the game: scroll through the whole track while the exclusive rewards stay pinned.

Every reward, side by side12
  1. 1Scrollable sectionEvery reward for both passes
  2. 2Fixed exclusive rewardsPremium-only rewards never scroll away
First time in the game

A side-by-side comparison, Elite vs Premium

The game had never shown two passes next to each other. This screen lays every reward out in two columns, so the extra value is impossible to miss.

The new comparison screen
Perks tab

Perks that explain themselves

Each perk says when it applies, and Premium perks sit higher on the page.

Perks that explain themselves12
  1. 1Condition-based labelSays which pass unlocks the perks
  2. 2Higher visual hierarchyThe Premium row sits on top and glows
First-time experience

A spotlight the first time you open the pass

On first open, a spotlight overlay points at the Premium Pass and explains it in one line, then gets out of the way.

Spotlight overlay during the first visit
Micro-interactions

A Premium milestone feels grander

Reaching a Premium milestone plays a bigger, brighter burst than an Elite one, so the reward feels worth what was paid for it.

Premium milestone celebration
Micro-interactions

Locks wiggle to nudge the upgrade

Locked Premium rewards give a small wiggle as you scroll past, a quiet reminder of what you're missing without a pop-up.

Locks wiggle on Premium rewards
Micro-interactions

Perks light up when they're active

Once bought, each perk switches to an active state, so players can see their boosts working for the rest of the event.

Perks active state
Cross-promotion

The pass shows up where players already are

Small Premium hooks inside features players use every day.

Co-op chat stickers
Co-op chat stickers
Barn inventory: extra space perk
Barn inventory: extra space perk
Event foraging spot
Event foraging spot
Eagle Eye Eddie
Eagle Eye Eddie
Workstation perk
Workstation perk
Impact

Players paid more, and played more

Launched to FarmVille 2's 400K+ daily active players.

+7%revenue per player in the first month
70%of buyers chose Premium over Elite
75%of the pass completed by Premium buyers, vs 60% for Elite

Thank you for reading!

Let’s make something clear.

Wish to see beyond UX?

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