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Re:A Hacker's guide to monetizing a free-to-play game by seagaia on Friday September 02, 2011 @06:29PM (#2955843)
This applies to countless run-of-the-mill, crappy, casual and free games. As an example, the "energy" system makes me cringe. Instead of offering a game to pick up and play, it limits you and beckons you to come back for more later, unless you pay $5.99 now! or something.

I think the energy system in this sense is usually typical of a poor game, from what I've experienced. It would be hard to get it to work unless it was auxiliary to the game in some well-implemented sense.

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