Neutralform
Step 2

Step 2 of 5

Working out what you actually need

A request for a game usually arrives as a name and nothing else. This step turns that name into a page of notes you can hold a decision against, covering the five things that decide whether a game will work in your house.

Who is actually playing

Start here, because every other answer changes depending on it. Write down the name and age of each person who will use this game, and mark which of them will hold the account.

If the player is an adult, the account is theirs and the rest of this step is largely about money and hardware. If the player is a child, two further questions appear. The first is whose name the account is in — in most households an adult creates and controls it, because the adult is the one who can cancel a payment, reset a password or close the account. The second is age: many publishers set a minimum age for holding an account, and some require a parent or guardian to create accounts for younger players. The publisher's terms of service state their rule, and Step 3 shows you where to find it.

Write down, too, whether this is a solo activity or a shared one. A game the whole household plays together has a different time footprint and a different argument profile from one person playing alone after school.

The device you really have

The device that matters is the one actually in the house, not the one you might buy. Note for each candidate device: what it is, roughly how old it is, which operating system it runs, and how much free storage it has.

Publishers state their requirements on their own support pages, usually as a minimum specification and a recommended one. Minimum means the game will start; recommended means it will run comfortably. If your device sits at or below the minimum, expect a poor experience rather than no experience, and treat that as a reason to test before paying anything.

Three practical points save a lot of disappointment:

  1. Storage runs out before anything else does. Online games grow with each update. A game that installs at twenty gigabytes may need noticeably more a year later. Check free space now and leave headroom.
  2. A phone, a tablet and a computer are three different products. The same title on different devices can have different controls, different features and sometimes different purchase arrangements. If the household has a preference, check that the preferred device is genuinely supported.
  3. Laptops get hot and slow down. An older laptop that handles documents comfortably may struggle for an hour of continuous graphics. This is normal behaviour, not a fault.

The connection, honestly measured

Online games need a connection that is steady more than one that is fast. A video stream can buffer ahead; a live game cannot, so a connection that drops briefly every few minutes is more disruptive than one that is merely slow.

You do not need measuring tools to form a view. If video calls in your house are usually fine, a game will usually be fine. If calls stutter and freeze, expect the game to do the same. Note whether the device will be on a cable or wireless, and if wireless, whether it will be in the same room as the router or at the other end of the house.

Write down your data arrangement as well. If the household is on a plan with a monthly data allowance, the initial download of a game client is the large event — many are tens of gigabytes — and updates follow at intervals. Playing itself usually consumes far less than streaming video. If the only connection is a mobile hotspot with a cap, the install is the thing to plan around.

Worth knowing

Distance matters for live games in a way it does not for most of the web. If a game's servers are in Europe or North America, every action makes a round trip from Australia, and that delay cannot be removed by a faster connection. Some publishers operate servers closer to this region and say so; others do not mention it. If the game's own support pages do not state where its servers are, that is a question worth asking before buying rather than an assumption worth making.

Time, before it becomes an argument

Decide the time allowance now, while nobody is mid-game and nothing is at stake. It is far easier to agree on five hours a week in a calm kitchen than to negotiate it at nine o'clock on a Tuesday.

Two features of online games make time harder to manage than it is with single-player games, and both are worth naming out loud to whoever will be playing:

  • You often cannot pause. The world keeps running, and leaving mid-activity can mean losing whatever was in progress. "Five more minutes" is sometimes a genuine request rather than a stalling tactic. Agreeing to stop at a natural break rather than on a timer removes a lot of friction.
  • Many games reward turning up daily. Daily bonuses and limited-time events are designed to bring players back, and they work. If the household wants to play three days a week rather than seven, say so early, because the game will apply gentle pressure in the other direction.

Write the agreed allowance down with the rest of your notes. The eSafety Commissioner publishes guidance for families on setting expectations around screen time and online activity, which is worth reading if the conversation is likely to be difficult: esafety.gov.au.

A monthly number in Australian dollars

Set one number: the most you are prepared to see leave the household account for this game in a month, in AUD. Not a range, not "it depends" — one number. Everything in Step 3 is then a comparison against it.

When you set that number, remember what it has to cover:

  • Any purchase price or subscription.
  • Any in-game currency anyone is likely to buy.
  • The cost of a second account if more than one person in the house wants to play at once, which is common and frequently overlooked.

Also decide how purchases will be paid for. A card stored in a games account is convenient and makes spending invisible. Prepaid cards or gift cards cap the damage by design and are a common approach in households with children. There is no single right answer, but there is a wrong one: nobody having decided.

Hypothetical example — not a real family

The worked example, continued

The household from the homepage — two adults, an eleven-year-old, one four-year-old laptop, a shared tablet and a capped mobile plan — fills in the page like this.

Who: the child plays; one adult holds the account. Device: the laptop; the tablet is ruled out because it is shared and in constant use. Connection: fine for video calls, so probably fine to play; the install will be done on a weekend when the data allowance has reset. Time: five hours a week, finishing at a natural break rather than on a stopwatch. Budget: forty dollars a month, paid with a prepaid card rather than a stored household card.

That page took them fifteen minutes and settled four arguments in advance. It is a hypothetical household used to show the method; it makes no claim about any game's performance.

Using the page you have written

With your notes finished, you can now read a game's own pages for a purpose rather than browsing them. You are looking for the points where the game's requirements and your page disagree. A disagreement is not automatically a reason to stop — it is a reason to decide knowingly.

This is also the point where a concrete example helps. Throughout the rest of this course, one named title is used to show where to look: Star Stable Online. The only thing this site can tell you about it is what has been stated to us — that it runs an affiliate programme paying commission on sign-up, first play and purchases. Everything else, including what it costs, what device it suits and whether it matches your notes, has to come from the publisher's own pages. Visit the Star Stable Online website and read it against the page you have just written.

The link above is a paid affiliate link: INAKA s.r.o. earns a commission if you sign up after following it, at no extra cost to you.

Do the same with any other title under consideration. The method is the thing being taught here, and it is deliberately title-neutral: the same five headings work for any online game, including ones nobody pays us to mention.

Before you move on

You should now have a single page covering who plays, on what device, over what connection, for how long, and for what maximum monthly amount in AUD. If any of the five is still blank, fill it in before Step 3, because Step 3 asks you to compare a game's terms against each one in turn.

Step 2 checklist

Work through these before Step 3

  • List every person who will play, with ages, and mark who will hold the account.
  • Note the device that will actually be used: what it is, its age, its operating system, its free storage.
  • Find the publisher's stated minimum and recommended requirements on its own support pages.
  • Decide whether the device will be on a cable or wireless, and where in the house it will sit.
  • Note your monthly data allowance and plan when the initial download will happen.
  • Check whether the publisher says anything about where its servers are.
  • Agree a weekly time allowance, and agree whether play stops on a timer or at a natural break.
  • Write one number: the maximum you will spend in a month, in AUD.
  • Decide the payment method, and whether a card will be stored in the account or not.
  • Check whether a second player in the house would need a second paid account.
  • Read the game's own pages against your page, and mark every point where the two disagree.