Due to a grievance concerning the horse game called Star Stable, which is primarily aimed at kids and offers in-game purchases, the European Union has issued extensive instructions for publishers. These instructions aim to make the process of in-game monetization clearer and easier to understand.
The European Consumer Protection Cooperation Network has proposed adjustments in how video games handle their in-game currencies.
These fundamental guidelines aim at clarifying the cost of in-game assets, requiring transparency about pricing. Failure to comply with this transparency for games marketed within the EU may result in legal action in the future.
The Content Policy Committee (CPC) is advocating for changes, though it may not happen immediately across all games. Star Stable, a game that triggered this matter, has been given a month to respond to the EU’s request and demonstrate their dedication to resolving these issues. It remains uncertain which publisher will face similar scrutiny next.
EU makes legislative change against microtransactions
Fundamentally, these guidelines aim to ensure that virtual currency functions identically to real money from a legal perspective, without any exceptions allowed.
From here on out, any product available in a game’s store should display its cost not only in the game’s internal currency but also in Euros for clarity and convenience when making purchases.
Below you’ll find the new guidelines that businesses must adhere to, along with a simple illustration detailing the essential components for in-game marketplaces.
In this way, we can maintain clarity and readability while conveying the same information.
In simpler terms, the European Union is not banning in-game currencies altogether; instead, they’re requiring that the actual cost of the items associated with these currencies be clearly shown.
Additionally, this rule applies not only to things that need to be purchased using in-game money, but also to items that can be obtained for no cost within the game. If a player can purchase an item with actual currency, then it must carry a value or cost, even if there are alternative means of acquiring it through other methods.
In Marvel Rivals, there are two types of tokens: Units, which are the free blue ones, and Lattices, which are the gold paid tokens. While skins can indeed be obtained solely using the free units, it’s important to state the real-world cost for each skin as well.
For clarity, the prices of these bundles (with and without any applicable discount) will be displayed side by side. The cost you see next to each bundle represents the final, discounted amount.
However, there are some loopholes that can be exploited despite the law. The regulation does not extend to Battle Pass skins that must be obtained through in-game currency or by accumulating them over time, as these items cannot be purchased directly.
Additionally, there are other rules at play here. For example, it prohibits games from forcing players to acquire multiple types of in-game currencies to buy a single item, arguing that this complicates understanding the true cost of an item.
In simpler terms, the third rule prohibits limiting access to game currency based on specific purchase amounts. This tactic is often used by games where they sell currency in packages that are slightly less than what a player needs for their desired purchase.
For instance, here’s the way League of Legends‘ digital currency, RP, is priced:
There’s a noticeable discrepancy between the prices at the real store versus the costs in the game with these currency packages.
If someone is interested in purchasing the Battle Pass, their only options would be to buy either a package costing 2800 RP for $22 or to combine two packs: one costing 1380 RP and another for 575 RP, priced at $15.98. However, due to the fact that they receive “greater value” from the 2800 RP option, they are subtly steered towards investing in more currency.
As a devoted gamer, I’d like to clarify that the strategy isn’t unique to League of Legends. It’s quite common in games with in-game currency, and these business models are designed to encourage players to spend more money. However, new regulations are being proposed to curb this practice.
The guidelines advise against manipulating consumer spending patterns through video game design, which may lead players to unnecessarily spend excess real-world funds on in-game currencies to acquire desired content or services.
Beyond this, it also mandates that stores provide refunds for a minimum of 14 days after the acquisition of in-game currency. However, publishers retain the ability to prevent refunds on the in-game items themselves, but the digital tokens employed to buy these items are subject to returns.
As a gamer, I’ve got a heads-up for all game developers who include microtransactions in their creations. Here are eight essential principles that will significantly impact how you present these transactions, and they’re effective right away. You can find the complete list here, but for now, let me share the key points:
1. Be transparent about what players get when they purchase microtransactions.
2. Provide a clear value proposition to make it easy for players to understand the benefits.
3. Ensure fairness in pricing and avoid using manipulative tactics like scarcity or social pressure.
4. Allow players to earn microtransaction content through gameplay, not just by spending money.
5. Offer choices that cater to a range of player preferences, including those who prefer not to spend extra cash.
6. Design microtransactions so they do not create an unfair advantage over other players.
7. Regularly review and update your microtransaction offerings based on player feedback.
8. Make it easy for players to control their spending habits by providing clear options to limit purchases or set parental controls.
These principles will prompt some major adjustments in how you structure your storefronts, so start thinking about the changes you’ll make to ensure a fair and enjoyable gaming experience for everyone!
The primary motive behind this shift is to safeguard children in the nation’s gaming industry, ensuring they aren’t exploited. This adjustment will have far-reaching effects on the entire gaming sector within the country.
Michael McGrath, the Consumer Protection Commissioner, pointed out that children tend to spend a significant amount of their time engaged in online activities such as gaming and social networking. As a result, they become enticing targets for merchants and advertisers.
Ensuring a secure online space for gamers, especially kids, is vital as it allows them to have fun playing games fairly. I back the initiatives taken by the CPC network and am excited about collaborating with the gaming industry to safeguard consumers and minors.
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2025-03-22 01:19