Blizzard revamped Overwatch's battle pass in season 4, and most of the changes are welcome, even long overdue — except for one. The new battle pass divides itself into tracks, where each track ends in a new skin and includes a smattering of other rewards along the way. The idea, as product director Chris McCabe said in a blog post, is to give you more control over the rewards you get. The kicker is that Blizzard's also moved a big chunk of the free (and even paid) currency to the very end of the pass.
Broadly speaking, it's fine for something to exist as a niche. Whatever form of media a thing might be, to fulfil a niche is to meet the expectations of at least a handful of people with a particular taste that many others don't, and I think that's a delightful thing to do. In video games, immersive sims might not be the most niche genre in the world, but they've historically not done gangbusters sales wise, meaning that triple-A takes don't quite make their money back. If you ask Randy Smith Evergreen, a designer on Thief: The Dark Project, perhaps avoiding the world of triple-A is the way to go for immersive sims.