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by dleslie 1947 days ago
Beauty products, cleaning supplies and child safety gear are all examples of heavily regulated industries.
1 comments

F2P regulations have advanced rapidly in Asian countries and since the games have global audiences, everyone worldwide is now "benefitting" from the regulation. Boot up a gacha game and it will have guaranteed reward schedules, clearly explained drop rates, and caps on spend.

Retail games have had a ratings body and seller restrictions by age for decades now.

Considering video games have such stringent regulations on their design, in ways that make the design cost-prohibitive to tailor for different geographies; and content-based sales restrictions around the globe - it's safe to say that games are heavily regulated as well.

Fortnite sells skins directly without blind boxes, which is as tame as virtual goods come. As it happens, none of their virtual goods come anywhere close to F2P regulations. You could have an equivalent moral panic about Twitch chat emojis.

I guess my point is, how much regulation will it take before Fortnite isn't preying on children anymore? Is uncapped spend the problem? Should we limit the other kid hobbies as well? There's really nothing forcing them to stop buying pokemon cards, or comic books, or TV episodes, or toys they see in commercials.