Fortnite - Pay to lose?
- danielwu779
- Jun 15, 2024
- 3 min read
Who doesn't like to play fortnite? If you ask that question in 2023, it may provoke a wide outburst of resentment and irritation. But if you were to ask that question in 2016, you would get a lot of support - especially from teenagers and adolescents - who were crazy about fortnite at arguably its “peak” back in 2016.
However, Fortnite is trending again, but for all the wrong reasons. The game's owner, Epic Games, has been accused of violating child privacy and using manipulative online practices to trick millions of players into making unwanted purchases of cosmetic items like character skins and aesthetics. In December 2022, Epic Games agreed to pay a record $520 million in fines and refunds to settle the Federal Trade Commission's (FTC) accusations, which were in part used to refund players. The settlement included $245 million to refund customers over accusations that it used manipulative online practices, called "dark patterns," to trick players of all ages into making unintended purchases.
The FTC alleged that Epic Games made it easy for children to rack up charges without parental consent and locked the accounts of consumers who disputed unauthorised charges with their credit card companies, essentially using their power to silence them. The settlement is a signal that federal officials may be taking a more assertive stance toward regulating the tech industry, which is a very promising sign, especially towards the younger age demographic.
Unfortunately, even though federal officials are taking a more aggressive approach in regulating the gaming industry, gaming corporations are also becoming more and more profit-oriented,realising that they can abuse their power and manipulate people, especially the younger generation. These cases are becoming more and more common, and the case of Epic Games is nothing but a mere figurehead of Pay to Win culture.
In these cases of “Pay to Win” video games, gamers will commit microtransactions, which are financial transactions made electronically while playing a game, to purchase items or cosmetics, typically for a “boost” in a video game. Examples could be purchasing Fortnite V-bucks or CS-GO skins, which can even be valued up to tens of thousands of dollars.
Another common example of “Pay to Win” culture in a video game is the Fortnite Battle Pass feature, spearheaded by Epic Games. The Battle Pass consists of a set of challenges that grants rewards, of which can only be unlocked, you guessed it, by spending money. As Battle Passes are designed to create a sense of urgency in players to complete the challenges and earn rewards before the season ends, it can force players to spend more time and money on the game than they intend. Such unintended devotion to the game can be particularly detrimental to younger children who may not fully understand the consequences of their actions, perpetuating their impulsivity not only in gaming but also in other aspects of their life, such as their social interactions.
Evidently, Pay-to-Win culture has become a significant issue in the gaming industry. While microtransactions are beneficial to some degree, they do more harm than good as they exploit players and create an unfair playing field. Therefore, it is important for game developers to prioritise the safety and privacy of their players and be transparent about their business practices; as players, we must be aware of the risks associated with pay-to-win games and exercise caution when making in-game purchases.
On a side note, however, if you or anyone you know made unwanted purchases in Fortnite between January 2017 and September 2022, you may be eligible for a refund. The FTC has established a page dedicated to Fortnite refunds, and you can apply here: https://www.ftc.gov/enforcement/refunds/fortnite-refunds.
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