RuneScape: One Third Of Revenue Comes From Microtransactions


There is a lot to unpack from this week’s DCMS report, but gamers might be interested in a tidbit of information that came out about RuneScape’s revenue model. The DCMS inquiry had a major focus on immersion, addiction, and particularly people spending a lot of money on microtransactions. With Jagex being a UK-based developer, it was only a matter of time before RuneScape entered into the picture. And RuneScape gets its own section of the DCMS inquiry to show “even companies with good policies to support some aspects of player wellbeing can fall short in other areas.”

The notice was in response to concerned reports from the public about how easily large amounts of money can not only be spent, but are encouraged to be spent through in-game events and how RuneScape allows players to spend vast amounts of real world cash to skip over parts of the game’s content. In its response, Jagex’s Kevin Plomer stated that the game does technically have a cap on spending, and where exactly microtransactions line up in terms of overall revenue:

“Jagex told us that it generates about one-third of its revenue from microtransactions, with two-thirds coming from an alternative subscription model. The company’s director of player experience Kelvin Plomer told us that players “can potentially spend up to £1,000 a week or £5,000 a month” in RuneScape, but that only one player had hit that limit in the previous 12 months. The company’s reasoning for setting this limit seemed to stem from fraud prevention, rather than out of a duty of care to prevent people spending more than they are able.”

By contrast the inquiry notes that Epic has no cap at all on Fortnite however purchases are limited to store stock meaning a player can effectively spend $200 per day. Candy Crush maker King noted to the inquiry that they used to email players about their spending but halted the practice due to the negative response.

“we would send an e-mail out when a player’s spend was $250 in a week for the first time. It was an e-mail that said, “We notice you are enjoying the game a lot at the moment. Are you sure you are happy with this?” […] We got back, “I wouldn’t spend the money if I didn’t have it” and things like, “I’m fine, please leave me alone”. We felt it was too intrusive so we stopped doing that.”

The whole long read can be found at the UK Parliament website here.

UK Reverses Course On Gambling Thanks To EA’s Tone Deaf Argument


Who would have guessed that Electronic Arts worst enemy would be itself? Outside of everyone with a shred of common sense and human decency I can hear you saying, and I get it.

The last we heard from the UK in terms of possible loot box regulations, the Gambling Authority stated that loot boxes are not gambling because there is no real money payout system. Not too long afterward the Digital, Culture, Media, and Sport Committee had a sit down with some representatives resulting in what might be the most embarrassing statements to ever come out of the mouth of the gaming industry. EA’s Kerry Hopkins stated that FIFA’s Ultimate Team packs were “quite ethical and quite fun” while Epic went even deeper into propaganda territory by stating “I would disagree with the statement that Epic makes money from people playing the games.”

Well following a deluge of public comments on the hearing (never let anyone tell you your complaints don’t matter), the DCMS has published its report on immersive and addictive technologies and they are not happy with how Kerry Hopkins conducted herself. In thanking the number of people who came forward with information, the DCMS took time to admonish the industry for its dishonest and unacceptable conduct:

“In contrast, we were struck by how difficult it was to get full and clear answers from some of the games and social media companies we spoke to and were disappointed by the manner in which some representatives engaged with the inquiry. We felt that some representatives demonstrated a lack of honesty and transparency in acknowledging what data is collected, how it is used and the psychological underpinning of how products are designed, and this made us question what these companies have to hide. It is unacceptable that companies with millions of users, many of them children, should be so ill-equipped to discuss the potential impacts of their products.”

In its conclusion, the DCMS has recommended further action be taken by the government in accordance with the 2005 Gambling Act.

“We consider loot boxes that can be bought with real-world money and do not reveal their contents in advance to be games of chance played for money’s worth. The Government should bring forward regulations under section 6 of the Gambling Act 2005 in the next parliamentary session to specify that loot boxes are a game of chance. If it determines not to regulate loot boxes under the Act at this time, the Government should produce a paper clearly stating the reasons why it does not consider loot boxes paid for with real-world currency to be a game of chance played for money’s worth.”

You can read the rather lengthy report at the UK Parliament website here.