Wildlife’s Zooba) have been experimenting with “Brawl Stars” like stat progression inside of a Battle Royale, these games have failed to reach the same scale or hit the same retention numbers as PUBG and Fortnite.
Because of the way Battle Royale is structured, players starting off with any strategic advantage would be seen as unfair. This category has a lot of limitations in terms of monetization. PUBG Mobile/Game for Peace dominates in China partially because of the recent regulation changes - making it near impossible for Fortnite to launch there. For example, NetEase developed Knives Out with a japanese local developer, Garena Free Fire have optimized their game for lower tier devices and have years of experience growing games in south east asia.
Each have leveraged their core competitive advantage to own their audience. Each top game carves out a niche and owns it: PUBG Mobile owns China, Knives Out in Japan, Garena Free Fire in second tier markets, Fortnite with young players in the west, and Call of Duty (technically a PvP Shooter) owns the more mature players in the west. What’s interesting is how locked up Battle Royale is geographically and demographically.