I am trying to design a system for economics/monetization/metagame for our AR-app (sports/physical game) that has been out for a while. We are re-releasing the game with some new features, such as cosmetics and a battle pass-style progression system. Eventually there will be rewards tied to leveling up your profile, so there is real money “value” tied to the rewards.
I am a bit torn about how to balance the distrubution of experience points and levels, information and topics on the subject are scarce to say the least. And I most of my knowledge is based of my own whaling endeavors in various games with microtransactions (Rocket League, Dota 2, Apex Legends). Our game being an AR-game makes the transition not as seamless as one would hope, it requires a lot more investment and effort as far as time and physical activity goes.
How much should a player have to invest to gain one level? Imagine a session is around 40-60 minutes long (over several games)
Should XP be based on time played or perfromance? There are player vs. player-aspects.
Are there any good examples of AR games with a simillar business model?
General do's and don't's?
Thank you for reading!