Which is the definition of 'free' that is used.
Which is the definition of 'free' that is used.
No. If a player has to at any time in the game spend in order to unlock, extend or access an area or feature then the game is not "free to play" it's "maybe free to play".
It's deceptive to label it as free.
To me this is a natural supplement to the EU unfair business practices legislation.
Sure we all know the type of game this is targeted at. The time-sink freemium farmville clone that makes it just a little too easy to buy those gems/coins/cash/whatever that makes the timer tick down faster.
What if the IAP in my game is just to remove ads? What if it's solely cosmetic?
Governments do not have the best track record when it comes to comprehension of nuance and basic reality.
I'd like to think that a person is smart enough to tell when their OS pops up the payment dialog that they are under no obligation to click "yes".
More nuanced, according to their first position, you should be able to market game with removable ads as free (unless they cover whole screen or make game unplayable). You would be able call the game free with cosmetic in app purchases too, but you probably would have to make it clear to customer prior downloading eg. "you have to use default avatar unless you pay 1$" somewhere in description.
You could even lock content unless money are paid and still call it free, as long as customer was clearly told what parts are available and what parts are not available. (Hard to understand one liner in the middle of 20 pages long terms of services does not count).
Yes, I also first read reviews to know if the game requires regular payments etc, and it is reasonable to expect this from consumers. But the law should be there to protect those who do not.
"If you don't want to be mugged, don't go down dark alleys" is sound advice, but that doesn't mean that mugging doesn't need to be labelled "illegal"