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> "The price in real-world currency must always be displayed next to the price in in-game currency."

how would that work? Basically all games use a discount scheme were the price for X of ingame currency depends on how many tokens/gold/coins you buy.


Yes but part-of the point of those discounts is to obfuscate the value of that currency when you are spending it.

This is like nutritional information on food, it will be "bad" for some companies if there is transparency.

If the lowest package you can buy is 100 shinies = 4 EUR, then an item costing 1000 shinies gets shown as 40 EUR. This is independent of whether you can get 1000 shinies for 35 EUR as a bundle deal, or you can earn 10 shinies per day from logging in and completing other in-game tasks.
Price means price without discount.
Ah, so we can display the in-game amount, along with it the full-price you would have paid without the discount, and the “savings” because you bought more and oh look how much more you save when you buy more!

They’re gonna need a rule for that.

This is a good idea. I'm saving that for later.
Of course that is how it should be done, but that is least-likely to be implemented by the greedy games industry, is it? They'll interpret it differently as with "cost when saving the most by our fancy bundles".
As I understand, there is also a rule that you must be able to buy an exact amount of premium currency for a specific thing you want. So if that's also enforced, clearly the price shown would have to be how much it costs to buy that exact amount of premium currency.
Then EU will fine them with fines that draw blood.
What about showing the actual real amount that that particular user paid for those tokens?
If you pay $1 for 1 token, I pay $2 for 1 token, I give you my token, are your two tokens now showing $2, or $3?
Weighted average? This is how stocks and other securities are shown in many (most?) brokers.

Seems over complicated for a scammy mobile game, but it's not particularly hard.

Eh, you might as well just show full price, then people will go "I know I didn't spend that much, but shit, that's a lot of money".
A significant portion of purchases are made via Gift Cards.
That’s exactly the problem. The discounts are there to make you buy larger packs and the process of items are designed to not fit neatly into the pack sizes.

Guild Wars 2 doesn’t do that. 5$ is always 400 gems and items cost multiples of 100 gems usually. You can also convert gems into gold (the ingame non store currency) and vice versa.

It’s basically an abstraction over the real life currency to decouple the real money aspect from the actual store. Nothing more.

In comparison, most mobile games try to make this as obfuscated as possible to squeeze as much money out of customers as possible. Basically following the patterns that I was warned in school about regarding drugs. First hit is cheap or even free but once you’re a regular things get more expensive.

>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
> how would that work?

You divide the price by the number of imaginary game coins (IGCs). Purchasing 2250 IGCs for 100 USD means 4 cents/IGC; 7000 IGCs for 150 USD means 2 cents/IGC.

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