Bare Canvas

Step 5 of 5

Spending, classification and staying in control

The last step is the one that keeps a hobby a hobby. It covers how money moves inside a free-to-play game, how Australian classification works, and how to set a household position you can actually hold to.

Why premium currency exists

Almost every free-to-play game puts a layer between your money and the things it sells. You buy a quantity of an in-game currency with dollars, and then spend that currency on items. There are two reasons for the layer, and both are worth understanding before you use it.

The first is psychological distance. Once money has become tokens, each later purchase stops feeling like spending. The second is arithmetic: bundle sizes and item prices are frequently set so that a purchase leaves a remainder — not quite enough for the next thing, not nothing either. The remainder is the point. It makes the next bundle feel like completing something rather than starting something.

Noticing this does not mean refusing to use it. It means doing the sum in dollars before you buy, not in tokens. One habit covers it: whenever you look at a price in an in-game currency, work out what it is in Australian dollars, out loud if necessary, before deciding.

Two ways of reading the same purchase
What the game shows youWhat to translate it into
A quantity of tokens for an itemWhat that quantity cost you in AUD, including the part of the bundle you could not spend
“Best value” on the largest bundleThe total dollars leaving your account today, which is the number that matters to your budget
A limited-time priceWhether you wanted the item yesterday. If not, the price is not the reason to want it
A balance of leftover tokensMoney already spent, not money available. It is not a reason to spend more

Randomised items, described plainly

Some games sell a container whose contents are not known until it is opened: you pay a fixed amount and receive one or more items drawn from a pool. These products have attracted sustained attention from regulators and parliamentary inquiries in several countries, including Australia, because the structure resembles a wager even where it is not legally gambling.

This course does not tell you whether to buy them. It tells you three things to know first.

  1. Find out whether the game discloses the odds. Some publishers publish the probability of each outcome. Where the odds are not disclosed, you are paying without knowing what you are paying for.
  2. Price the outcome you actually want, not the container. If what you want is one specific item, the relevant number is what it costs on average to get that item, which may be many containers.
  3. Treat these as unsuitable for children and young teenagers. Randomised purchases and simulated gambling mechanics are not a children's product, and no part of this course presents them as one. If a young person is playing, the clean answer is an account with no payment method attached.

If you want to read the Australian regulatory position rather than our summary, the Australian Classification Board is the body that classifies computer games for distribution in Australia and publishes the classification decisions and the markings that go with them.

Classification in Australia

Computer games distributed in Australia are classified under the national classification scheme, and the classification appears as a marking alongside consumer advice describing the content that led to it. The Classification Board publishes its decisions in a searchable database, so you can look a title up before anyone in your household installs it rather than relying on how it is described in advertising.

Two things make that more useful than it first appears. First, the consumer advice line is often more informative than the rating letter — it names the elements, which lets you judge against your own household rather than against an average one. Second, an online game changes over time, and what is in it today is not necessarily what was classified.

We are not going to state any rating, age threshold or legal requirement here. Those are published by the Board and change; read them there. That is also why this course does not tell you that a particular game is or is not appropriate for a particular person. You have information about your household that we do not.

Writing a household position

A position written down in advance survives a moment of temptation far better than an intention held in your head. It does not need to be long. Four lines are enough.

Four lines worth writing down

  1. A monthly ceiling in AUD. A number, not a feeling. Zero is a perfectly good number.
  2. Who may spend. Named people, and whether anyone needs to ask first.
  3. Where the payment method lives. Our suggestion is: not saved in the game, and entered freshly each time, because the friction is doing useful work.
  4. A rule for randomised items. Either “no”, or a separate and smaller ceiling that sits inside the monthly one.

Then check the actual figure once a month against your bank or card statement rather than against memory. In-game purchases are small and frequent, which is exactly the shape of spending that memory is worst at.

Time, which is the other currency

Free-to-play games are built to reward returning. Daily tasks, streaks that reset, limited-period events: all of these convert your attention into a schedule. For many people that is pleasant, a reason to sit down at the end of the day. For some it becomes an obligation, and an obligation is the point at which a hobby has stopped paying its way.

The check is simple and worth doing honestly every few weeks: are you playing because you want to, or because missing a day costs you something? If it is the second, the available answers are ordinary ones — skip the daily tasks, play weekends only, or stop. Nothing in a game is forfeited by being an adult about it.

If you are supporting a young person in the household, the eSafety Commissioner publishes material for families about games, time and online contact, written for Australian conditions.

If a charge appears that you did not expect

Take these in order. First, check the account's purchase history inside the game; most publishers keep one, and it usually explains the charge. Second, use the publisher's own support channel to ask about it. Third, if you believe the charge was not authorised, contact your bank or card issuer, which has its own dispute process.

Your rights as a consumer in Australia sit alongside whatever the publisher's refund policy says; a policy cannot remove a consumer guarantee. The ACCC publishes guidance on consumer guarantees and on how to complain about a business. If what you have encountered looks less like a billing error and more like an attempt to deceive, Scamwatch is where such things are reported in Australia.

The household example

Our hypothetical household, at Step 5

They write four lines on the same piece of paper they started in Step 1: a ceiling of a small fixed amount per month, spending by either adult only, no card saved in the game, and no randomised purchases at all while the teenager has access to the account. They put a monthly reminder in a shared calendar to look at the card statement.

That is the whole of the arrangement. It is an illustration of a workable shape, not a report of what anyone experienced, and your household's four lines will sensibly look different from theirs.

Stopping, pausing and coming back

Leaving an online game is undramatic. You stop opening it. The account persists on the publisher's side under whatever its terms say about inactivity, which is one of the things Step 3 suggested you look up. If you want the disk space back, uninstall through your operating system's applications list.

If you want the account itself deleted, that is usually a separate request to the publisher, and the publisher's privacy notice is where the process is described. Doing it is a reasonable thing to ask for, and you do not need a reason.

A last word on our example

Everything in this course applies whether or not you ever look at the product we are paid to link to. If you do want to look, the vendor's site is the place where its own terms, prices and content are stated: visit the World of Warships website. We have not restated them here, because we would only be guessing.

Before you finish

  • Premium currency exists to put distance between you and dollars; translate prices back.
  • Randomised items are worth pricing by the outcome you want, and are not a children's product.
  • The Australian Classification Board publishes classification decisions and consumer advice for games.
  • Four written lines — ceiling, who, where the card lives, randomised items — beat good intentions.
  • Time is the other currency; check every few weeks whether you are playing or reporting for duty.
  • Consumer guarantees sit alongside any publisher refund policy.

Checklist for Step 5

  • Work out what one unit of the game's premium currency costs in AUD.
  • Check whether bundle sizes divide evenly into item prices, and note the remainder.
  • Find out whether the game discloses the odds on any randomised purchase.
  • Look the game up in the Australian Classification Board's database and read the consumer advice.
  • Write your monthly ceiling in AUD on paper.
  • Write down who may spend, and whether they must ask first.
  • Remove any saved payment method from the account.
  • Write your rule for randomised items, including no card access for anyone under 18.
  • Put a monthly statement check in a shared calendar.
  • Decide your position on daily tasks and streaks before they start.
  • Find the publisher's support contact and save it somewhere you can find again.
  • Read how to request account deletion in the publisher's privacy notice.

That is the course. All five checklists are gathered on one page if you would like to print them, and the About page explains how the whole thing was put together.