Wireframe – Issue 20, 2019

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ree-to-play has brought gaming to billions
of new players across the globe: from the
middle-aged Middle Americans discovering
hidden object puzzles to the hundreds of
millions of mobile gamers playing MOBAs in China.
People who wouldn’t (or couldn’t) buy games now have
an unfathomable choice, spanning military shooters to
interior decorating sims.
F2P is solely responsible for this dramatic expansion
of our art across the borders of age, race, culture, and
continents. The joy of gaming is now shared by nearly
the entire globe. Yet many inside and outside the
games industry see F2P as a blight, where the model’s
success is down to its ability to trick unsuspecting
players into spending.
Having spent nearly a decade making F2P games,
I know that this isn’t an accurate picture of the average
spending player. The titles most prolific under the
model are successful because they become meaningful
to players’ lives, with spending healthily repeated
over months and often years. I’ve personally spent an
average of £1500 per year on Magic: The Gathering over
many years, well within the limits of my income, and
have no regrets. The game has brought me a lot of joy
and introduced me to some of my closest friends.
But it would be foolish to suggest that there aren’t
players who make purchases in F2P titles that they
live to regret, especially if they do so with impaired
reasoning, as is often the case with children and
vulnerable adults. I appeared on the BBC News back
in 2013 talking about children accidentally spending
money in games, and now, six years later, the BBC’s
still running stories on the problem.
Some may say that the responsibility to protect lies
with platform holders, parents, and carers. But this is
a shirk. Game makers have a responsibility to protect
their players, even if it’s from their own actions, and I
believe there is a simple way to do so: refunds.
It’s possible to see the F2P industry adopt a simple
policy, one which I know many studios already secretly

F


F2P game makers


have a responsibility


to their players


offer: any player can close their account and receive
a full refund for any spending within the last 60 days.
This time limit gives parents, guardians, carers, and
remorseful spenders a full billing cycle to spot errant
spending and another cycle to request their funds
back. It’s also a clear signal to our players and the
gaming community that F2P is not predicated on
one-time tricks but on building healthy, sustainable
relationships with players.
How such a refund policy would be publicised and
adopted is a little more tricky. But faced with mounting
calls for censorship in the 1950s, the comic industry
formed Comics Magazine Association of America to
self-regulate. Today, the UK’s UKIE and the United
States’ Entertainment Software Rating Board, along
with Google, Apple, Valve, and other platform holders,
could build a similar association.
The 1940s saw Fiorello LaGuardia, then mayor, take
to the streets of New York with a sledgehammer to
destroy pinball tables. Much of early gaming history is
now lost, and the evolution of pinball was stunted until
New York lifted the ban in the 1970s. Without self-
regulation, F2P faces a metaphorical sledgehammer.
We’ve already seen regulation in F2P, with Japan
outlawing a form of monetisation called ‘kompu gacha’
in 2012. Kompu gacha, meaning ‘complete gacha’, is a
mechanic where players are rewarded for completing
character sets dropped from gacha (also known as
loot boxes). Since then, political pressure has been
mounting across Europe and the world.
The F2P industry stands on the brink of regulation,
which may cause endless headaches for developers.
Governments have been proven not to understand
video games, and their presence could tie developers
in bureaucracy rather than focusing on what really
matters: making great games. As game makers,
we need to avoid censorship and regulation, push
boundaries, but also accept responsibility for our
players. And if we fail our players, then we need to
make things right for them.

WILL LUTON
Will Luton is a veteran
game designer and
product manager
who runs Department
of Play, the games
industry’s first
management
consultancy. He is
the author of Free-
to-Play: Make Money
From Games You
Give Away, and has
worked with Sega,
Rovio, and Jagex.
He is also an avid
retro games and
pinball player.

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