The notebook
Every online game for children eventually reaches the same fork in the road: what do you do about players talking to each other? There are three answers, and only one of them is safe by construction rather than by supervision.
Free text lets a player type anything. It is the most expressive option and the most dangerous, because moderation is by definition reactive: something is written, somebody reads it, and only then does anybody act. In a game for eight-year-olds, "only then" is already too late.
Filtered text blocks a list of words. It sounds sensible and it leaks constantly. Filters are beaten by spacing, by numbers replacing letters, by a language the filter does not cover, by slang invented last week. And they cannot catch the thing that actually matters, because the dangerous message is not a rude word — it is "how old are you, what school do you go to". No blocklist contains that sentence.
Closed phrases let the player pick from a fixed list. Nothing outside that list can ever be sent. It is not moderated, it is *impossible*: the keyboard does not exist. That is the one we chose.
It would be dishonest to present this as free. You lose real things.
You lose expressiveness. A child cannot say the specific funny thing they thought of. You lose coordination, which matters in team games — though less in a one-versus-one duel like ours. And you lose the small friendships that get made in a chat window, which is a genuine cost and not one to wave away.
We decided that trade was worth it, for a simple reason: the parent cannot supervise every match. A design that only works while an adult is watching is not a safe design, it is a promise you are asking somebody else to keep.
Deleting the keyboard is the easy decision. The difficult one is what goes in its place, because a closed list done badly feels like talking to a vending machine.
The first version of ours was bad. It had a dozen generic phrases — "good game", "well played", "thanks" — the kind of thing you write when you are thinking about safety instead of about children. Nobody used it. It turns out kids do not want to be polite; they want to react.
So we rebuilt it around moments instead of manners. The phrases now appear where they make sense: one set at kick-off, another when you concede, another when you score, another when your opponent pulls off something ridiculous. A child who has just conceded a goal is offered "nice one" and a stunned face, not a menu of pleasantries. Same closed list, completely different feel.
There is a detail that only shows up once you build this: a closed list has to be translated, not localised loosely. If the English list says "unlucky" and the Spanish one says something warmer, two children in the same match are having slightly different conversations without knowing it.
Ours is translated into eight languages phrase by phrase, and each phrase is checked so that it cannot become an insult in any of them — including the ones that are innocent in one language and rude in another. That check is boring work and it is the whole point.
A closed list does not make a game friendly. You can still be unpleasant with it: spam the same taunt after every goal, or send the sarcastic clap eleven times. We handle that with a cooldown — send too fast and the message simply does not go out — but we are not going to pretend it makes bad manners impossible. It makes harm impossible, which is a different and much more important claim.
And there is a scenario we deliberately do not solve: two children who already know each other and want to talk properly. They should — just not through us. A game is a bad place for a private conversation between kids, and we would rather be the place where they play.
If you are a parent working out whether a game is safe on this axis, the test takes fifteen seconds: look for the keyboard. Start a match, look at the communication button, and see whether a text field appears. If it does, you are relying on moderation. If instead you get a fixed list of phrases with no way to type, the risk is not being managed — it is absent.
And if the game has voice chat, treat it as free text with the volume turned up.
In Toy Soccer Cup there is no keyboard anywhere in multiplayer: a closed set of phrases and reactions, translated into eight languages, and nothing else can be sent. You can check it yourself — it opens in a browser and there is nothing to install.