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CEbbinghaus
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This may not be as straightforward as planned. There are plenty of games that have virtual currencies you can gain in game. So short of giving you money they would still need some “wallet”. And that virtual wallet wouldn’t be able to match 1:1 the real wallet value

ssillyssadass
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Just have the store accept two currencies. “If you want this thing you can either pay 4.99€‎, or 156000 schmooplebucks”

MudMan
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67M

They do address that:

When in-game digital content or services are offered in exchange for in-game virtual currency that can be bought (directly or indirectly via another in-game virtual currency), their price should also be indicated in real-world money. The price should be indicated based on what the consumer would have to pay in full, directly or indirectly via another in-game virtual currency, the required amount of in- game virtual currency, without applying quantity discounts or other promotional offers Although consumers may acquire in-game virtual currency in different ways and quantities, for example through gameplay or due to promotional offers, this does not change the price of the in-game digital content or services itself. The price must constitute an objective reference for what the real-world monetary cost is, regardless of how the consumer acquires the means to purchase it.

I would argue this is a remarkable loophole, though. It effectively means they are ordering devs to display a higher price in real money than in virtual currency. Effectively a prompt that goes “this is normally ten bucks, but if you buy it this way you can get it for seven in virtual currency” would be following this recommendation to the letter.

Turns out regulating things this granularly is actually kinda hard. Go figure.

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