Would this be helpful? Maybe
Would it be player friendly? Unlikely
Industry standard practice like VIP, premium currency, etc are standard because they generate money
One practice is not to show spending and use premium currency to hide amounts ( see Australian investigation into loot boxes )
Spending Fog of War v3.0
Another practice is to have most desirable game offers require real world money, and daily spending
So how do they hide this?
When you spend real world money, or purchase premium currency, or spend premium currency, you get a rebate like past 5* HotM or emblems or 4* ascension items or premium currency ( Empire gems )
But these rebates reset, and change, every 1-3 days
So you have an accurate track of money you spent, but it is nearly impossible to compare offers
One top spender in I T ( martial arts cultivation game nicknamed Spreadsheets and Salaries ) cannot spend gems fast enough ( between rebates and real world money offers ) so they have the equivalent of 2.1 million gems in Empires they cannot spend. And more accumulating each day.
Weaponizing Spending QoL
Another industry practice is to give free items, and exclusive free items, when Big spenders reach milestones
Encouraging you to spend just a little bit more when you get close to a milestone even if you have to spend it on useless items, or items you do not immediately need.
When I quit the game I was a few hundred USD away from 1 on 1 customer service provided by a Discord volunteer with access to game studio staff ( I T is another example of drawbacks of paying volunteers but that is another rant )
In I T, the current max free item ( equivalent to a 100* 1.1 hero in Empires) is equivalent to $ 73,529.41 USD real world money spent in game and a dozen players have already reached it in less than six months
This gets even crazier when the game design incentivized multiple accounts ( multiple server freemium games is a whole rant by itself )
In 10- 20 years we might see government regulations, or innovative indie studio solutions, to many of Empires QoL problems
But right now, many QoL problems are features and not bugs ( looking at you roster spaces and maximum of 15 teams )
Big business versus Regulation Arms Race
Interesting how Spending Fog of War v3.0, and Weaponizing Spending QoL, turn the below government suggested regulation into a worse situation for the player
Game designers really are very creative, and smart, so even if government regulation solves today’s problems, they will not impact future shenanigans
It is scary to realize Empires do not start out as the most predatory game in the freemium game space. But the current direction does not encourage me ( looking at you Tavern of Legends past HotM plus Limit Breaker items )