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Comment by NorwegianDude

7 hours ago

As a game developer myself, I think young kids should not be able to make purchases on their own.

But some of the ideas on what needs to be done is just silly.

Here is some of the ideas the Norwegian Consumer Council suggested: - All things in games should be shown in real money value, not in game currency that you have to but for real money, and the price should reflect the most expensive way to get the currency. - All transactions in games should have the same rights as in real life(if you buy an item in game, you could use your right of withdrawal). - Users should be able to choose how much the want to buy of premium currency/spend.

While it might have good intentions, they have serious issues. I sell bundles of in game currency. I don't allow users to select just how much they want to buy. I don't do this as part of an evil plan, but because it makes sense. Bigger purchases give more, because the percentage lost to fees are lower. Tiny amount can not be bought, as it would not make sense considering the per transaction cost.

I don't price things in real currencies, cause after the purchase is made, it's not real money, and if it were, I'd be a financial institution and break the rules of all major card networks. It also would cause issues when it comes to inflation adjustment. If an user buys 100 "coins", they can buy something for 100 coins. If I adjust for inflation then I adjust the price of coins, not how many coins are needed to buy something in game. That would not work with real money.

Regulation is welcome, but don't do something dumb. Let most thing be as they are, but put strict rules in place on kids making purchases, that way a grown up who hopefully understands money can approve or deny the purchase.

In game purchases are a dumb thing in itself and need to go away. You can sell add-ons for your game as additional packages, like DLC. Users go to the store (e.g. Steam) and buy an add-on to the game. It's priced like a normal article and you can offer discounts if you want.

If you offer something that cannot be handled like that and absolutely has to be "in game", it's probably because you're trying to extort the players by frustrating them or try to exploit psychological weaknesses to make users pay more than they want to and you should stop that.

> I sell bundles of in game currency. I don't allow users to select just how much they want to buy. I don't do this as part of an evil plan

So if I look at your in-game purchases, I’m going to find that they aren’t all priced to make the user buy the next-larger increment of currency… right?

> Bigger purchases give more, because the percentage lost to fees are lower.

So you sell $100 of in game currency for $85. It's all the same except 1 coin equals one cent when you buy it in the smallest bundle.

> I'd be a financial institution and break the rules of all major card networks.

It's measured in dollars but it is a gift card. It's not that serious.

> Bigger purchases give more, because the percentage lost to fees are lower. Tiny amount can not be bought, as it would not make sense considering the per transaction cost.

This is a solved issue in basically any real life commerce. (Depends on the country if it's enforced) You say what your transaction fee is and add it on top. Then people can decide for themselves.

> As a game developer myself, I think young kids should not be able to make purchases on their own.

As a gamer, I don't think they should ever feel the need to purchase anything with real world money in a video game, even with a parent. Purchasing the game should be the last time a parent ever has to worry about spending actual money on it.

I don't know from your gripes it sounds like it is the right approach to rein in the lawless world of in-game purchases.