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You Can Play For Free, Friend, If You're Good Enough

Wind-Up Knight's experimental take on the popular freemium model, but one that rewards hardcore players in the process.

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“That player is motherfucking hardcore,” exclaimed Chris Pruett, chief taskmaster at Robot Invader.

Pruett was reacting to someone actually discovering everything--S-ranked, they call it--there is to find in their first game, Wind-Up Knight, within 24 hours of being uploaded to the Android marketplace.

It’s remarkable for a couple of reasons, least of which is that creative director Casey Richardson, who designed much of Wind-Up Knight, figures it would still take him, even now, four or five hours to hit that same achievement.

You gain more powers over time, as Wind-Up Knight eases you into its advanced mechanics.
You gain more powers over time, as Wind-Up Knight eases you into its advanced mechanics.

Wind-Up Knight represents an interesting experiment on the part of Pruett and the three-man crew currently behind the Mountain View, California-based Robot Invader. The game is available for free, and it’s possible to experience all of the content in the game without spending a dime, but doing so requires expert precision on the part of the player, and a heck of a lot of patience. In order to unlock everything in Wind-Up Knight, a player must S-rank the entire game, scooping up all the collectables.

The game is a variation on the runner, a genre largely popularized by the likes of Canabalt and Jetpack Joyride. It’s more complicated than other runner games, allowing players to jump, duck, hold up a shield and even slash a sword.

Robot Invader read about, talked over and studied the different sales models currently employed with mobile games, but from the perspective of a bunch of hardcore players. Many games were taking advantage of time-based systems to forced players to start paying up, the foundation behind the success of socialzed games like FarmVille and the rise of its creator, Zynga.

“We played a lot of mobile games where they’re designed around an artificial waiting period,” said Pruett. “You can continue to play the game for free if you want to, but after a certain point, you can’t actually do anything unless you wait. And because you’re impatient, you don’t want to wait, then you spend some money to get out of the waiting period. The real reason the waiting period is there is not because some game design requires it, but because they want to get people to pay.”

In theory, Pruett has nothing against a company employing this strategy for their game, but the frustration arises over modern monetization systems being pushed upon games where it didn’t make sense. That wouldn't be the case for Wind-Up Knight, and so they began to brainstorm, knowing that one cannot sustain a company long without income.

Love it or hate it, FarmVille works for a bunch of people, but its model isn't applicable to every game out there.
Love it or hate it, FarmVille works for a bunch of people, but its model isn't applicable to every game out there.

“We wanted to ensure that that type of gamer, that the person who is incentivized to go back and improve their score, and really become highly skilled at this game, that that kind of gamer, as a reward for their awesomeness, is able to continue for free,” said Pruett.

This is the interesting middle ground Wind-Up Knight landed on, and there’s surprising nuance to it.

The game is divided into four worlds (“books”), and buying each costs $1.99, which means it’s ultimately more expensive to buy each book as you go along, rather than paying for everything up front or taking advantage of the one-time offer.

You can buy every level outright for $3.99, but the first time you boot up the game, when you’ve finished the fourth level, a one-time prompt appears and asks if you’d like to pay $1.99. That offer will never appear again, but if you’re already digging the game, Robot Invader will knock off $2.

If you play Wind-Up Knight on an Xperia Play, the controls actually get mapped to the buttons.
If you play Wind-Up Knight on an Xperia Play, the controls actually get mapped to the buttons.

There’s even more to it, though.

If you collect nearly enough of Wind-Up Knight’s in-game currency, notes, but are only a few off, you can purchase additional notes for $1 to push you over the edge. And if you’re patient, you can download an in-game advertising application, Tap Joy, that will hand out free notes over time.

“You have the people that are willing to spend money, don’t really care, and they can just do it--they just want to see the end of the level, right?” said Richardson. “Those are the people that will pay for it. But you also have hardcore people that want to collect every single thing. Generally, we think those people don’t really want to pay too much for stuff--those are your hardest of hardcore. There’s a way you can game the system, but we build it into the game.”

The downside to having these many options is the potential for confusion amongst users, which Richardson admitted has been a challenge since Wind-Up Knight launched in late October.

“Still a LOT of confusion over the purchasing model,” he said. “People that get it, really appreciate what we're trying to do, but unfortunately it's a little complicated for most and, at least the vocal minority, are just naturally suspicious.”

Wind-Up Knight is at over 500,000 installs, which means it’s doing pretty well from Robot Invader's perspective, and the team is looking into ways to simplify how the in-app purchases are presented to make it more presentable to everyone.

Robot Invader is also working an iOS version that should be available in the near future.

Patrick Klepek on Google+

66 Comments

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VirtualE

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Edited By VirtualE

Been playing it for a while, then realized that you can use the in-game notes so I proceeded to S-rank every level. Lo and behold I was able to buy Book II. It's all true! It's a great idea for a business model to reward dedicated gamers. Time will tell if it holds up, but for now it seems to be working. And Agreed. Episodic DLC developers should at least try exploring this.

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zach66827

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Edited By zach66827

still don't like where this all is headed but this seems kinda alright. spectacular!

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secondaryunit

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Edited By secondaryunit

I'm glad this is on android. I love my Samsung Galaxy Nexus!

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Blacer

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Edited By Blacer

That is one of the most awesome ideas ever. Good idea.

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ModestMike87

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Edited By ModestMike87

i d k

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forsakenwicked

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Edited By forsakenwicked

This is truly interesting. Finally someone attempted something new.

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johnnyfu

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Edited By johnnyfu

the idea does sound good

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vinsanityv22

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Edited By vinsanityv22

Isn't this, like, what arcade games were? If you were good, you only had to pay the initial $0.25 or $0.50, and then never had to pay again. But every time you continued, you'd have to pop in some more change.

Why is this a new thing to Patrick?

Anyway, the important thing is Wind-Up Knight is getting coverage. God forbid Patrick talk about it because it's a great game - thank god they have a *weird* pricing structure! But whatever gets him to talk about it.

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fishmicmuffin

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Edited By fishmicmuffin
@MadLaughter: I downloaded it today and it's entirely timing based. There is skill as well on the later levels when you have to do multiple things at once, but at the beginning it is entirely timing based. They broadcast the locations of the 'secrets', it's just a matter of getting the timing down to get to them. (This is based on the first 7 stages)
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eccentrix

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Edited By eccentrix

@MindChamber: Hat One Enterprises is a great name for a company.

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SatelliteOfLove

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Edited By SatelliteOfLove

"The Arcade Experience At Home!" now rings truest.

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EmuLeader

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Edited By EmuLeader

@CaLe said:

Instead of letting good players play for free, they should let them make money by obtaining rare items that only the most skilled can obtain, then selling them for real money on a marketplace. The harder to obtain the item (or level or whatever), the more money the player can sell it for. Of course this type of game would have to be 100% exploit proof, which is another issue to be addressed.

You just described the real world auction house of Diablo 3. With the exception of exploit proof, which is yet to be seen.

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Deusoma

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Edited By Deusoma
@gunslingerNZ: I came to the "wasted endeavour" conclusion as soon as I heard it was for Android.
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BonzoPongo

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Edited By BonzoPongo

So sick of ios games that try and scrounge money off you.

Feels like you are hanging out with those friends that will never buy a round of drinks.

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gunslingerNZ

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Edited By gunslingerNZ

Makes sense, the people who have the time to play enough to get "hardcore" as they put it are probably the people who don't have money to throw around at things like cellphone games.

I'm not sure where they advantage for the developer is though. Unless this sort of thing manages to generate buzz about a game and more downloads and therefore more purchases or advertising app downloads it seems like a wasted endeavour.

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ch3burashka

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Edited By ch3burashka

I think this model finally solves the multitude of complaints that exist concering the F2P monetary model - if you don't want to pay, you're either stuck in the intro zone, or have to wait for your "action points" to recharge. Introducing the concept of skill, and awarding players for it, is an outstanding achievement - I only hope it pays off for them, and other people catch on.

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John-Luke

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Edited By John-Luke

There's kind of a similar thing in EVE Online, where you can purchase PLEX (playing time) with ISK. It costs a lot of ISK but people manage to accrue enough each month.

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xxizzypop

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Edited By xxizzypop

@gladspooky said:

Wow. Video game developers are now surprised when players beat their games without paying their way through.

I think you're missing the point of what the developers were reacting to -- the idea that someone had, in it's utter entirety, seen, collected and experienced everything that was in their game within the first day. I'd be fairly surprised too, especially if I was unsure about how well my game was going to do.

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Giantstalker

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Edited By Giantstalker

Saw the thread title, came expecting an article about EVE Online. Left disappointed.

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EVO

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Edited By EVO

@Jasta: Wow, that website is really interesting. Thanks a lot dude.

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prestonhedges

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Edited By prestonhedges

Wow. Video game developers are now surprised when players beat their games without paying their way through.

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madlaughter

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Edited By madlaughter

Interesting idea. Hopefully it really is skill and precision, not just knowing where things are, otherwise a FAQ could undermine the system.

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csl316

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Edited By csl316
@TatsurouXIII said:

this actually sounds like a good idea. Kinda makes you wonder if there could be $60 games operating on this principle. Think about it, you buy something like I dunno, Skyrim and they go: if you can beat the game 100%, unlock everything, do everything, reach max level etc, we'll give you your money back. I'd give it a shot.

EDIT: OR!!! Beat Dark Souls without dying and we'll PAY you extra.

If you're really dead set on getting $60 back, instead of getting everything in Skyrim just work for a day or two.  It'll take CONSIDERABLY less time.
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Lively

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Edited By Lively

@MideonNViscera said:

Reminds me of the arcade. The more you suck, the more you pay haha

This.

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Dooops

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Edited By Dooops

@Blubba said:

A good article always starts with a good motherfucker

lol , I read the first line and said to myself 'I'm in!!"

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Edited By jasta
@patrickklepek

You should check out Chris's website dedicated to horror games as well. He has a wealth of knowledge on pretty much anything that's designed to scare the shit out of you.

  
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lockwoodx

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Edited By lockwoodx
@Mexican_Brownie said:

@Buzzkill:

Yeah while this model is very interesting, but I think it only lives and dies in mobile/iOS/Android/Social games. I doubt anyone would ever try and make a "$60 game" using this type of model, too risky. It's a shame because rewarding the skilled and devoted players of your game is a great idea.

and besides EVE online, to be perfectly honest I haven't seen this kind of model used since MUDs... and there's very good reasons why. In the mobile market where DRM is more strict I suppose this could work...  but, I'd rather see studios release betas onto the market at no charge and reward players for testing them with discounts on the completed product.
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Mexican_Brownie

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Edited By Mexican_Brownie

@Buzzkill:

Yeah while this model is very interesting, but I think it only lives and dies in mobile/iOS/Android/Social games. I doubt anyone would ever try and make a "$60 game" using this type of model, too risky. It's a shame because rewarding the skilled and devoted players of your game is a great idea.

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patrickklepek

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Edited By patrickklepek

@flippyandnod said:

Interesting story and a good article.

But the article doesn't quite explain how true free play works. If each book costs $1.99, how do you get started? Can you somehow earn the first book for free too? It would seem like you'd have to buy the first book before you can start earning.

The first world is free. Sorry if that wasn't clear.

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flippyandnod

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Edited By flippyandnod

Interesting story and a good article.

But the article doesn't quite explain how true free play works. If each book costs $1.99, how do you get started? Can you somehow earn the first book for free too? It would seem like you'd have to buy the first book before you can start earning.

Additionally, when talking about getting almost enough notes that you can buy the next book for $1, there is an implication that if you got enough notes you wouldn't need to pay even the $1. But it should be made explicit.

Additionally, while I like the idea of this game, it isn't quite as unusual as it is made out to be. Most F2P games have a concept of sweat equity, that you can earn your way forward if you put a lot of effort in. Alternately you can put money in. Games tweak the sweat equity value to optimize income. If effort is too effective, people won't pay and if effort is too useless, people won't get hooked in the first place.

Many games, as mention have built-in slowdowns over time so that even if you want to put in a lot of sweat equity, you still end up with your progress slowed. Removing this element is the part which maybe makes this game an experiment and I welcome it.

I played TinyTower well past the point where it was clear that the game was trying to de-emphasize effort. It slowed to a crawl, I'd have to only play for 15 mins every 8-12 hours, the internal delays were just so huge I couldn't go any faster. And then they actually updated the game to make sweat equity even less valuable! I rage quit and deleted the game.

I may try to download this on my Android tablet tonight, or I may wait for the iOS version for my phone. It's too bad either way I'll have to make do with crummy virtual buttons.

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BlackHeronBlue

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Edited By BlackHeronBlue

this actually sounds like a good idea. Kinda makes you wonder if there could be $60 games operating on this principle. Think about it, you buy something like I dunno, Skyrim and they go: if you can beat the game 100%, unlock everything, do everything, reach max level etc, we'll give you your money back. I'd give it a shot.

EDIT: OR!!! Beat Dark Souls without dying and we'll PAY you extra.

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bunnyfiend

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Edited By bunnyfiend

Reward the core audience. That's awesome! Just hope the outsiders are willing to pay.

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csl316

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Edited By csl316

sure, i'll give this a shot.

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VisariLoyalist

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Edited By VisariLoyalist

did you guys know eve online is essentially free to play now if you're good enough? If you regularly make more than 400 mill isk per month you can play for free by buying PLEX that other players have payed irl money for.

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Edited By Kyle

<3 Wind-Up Knight

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patrickklepek

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Edited By patrickklepek

@Cretaceous_Bob said:

But luckily, Hat Two was a plentiful source of income that could sustain the company for years.

+1

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Cretaceous_Bob

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Edited By Cretaceous_Bob

But luckily, Hat Two was a plentiful source of income that could sustain the company for years.

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Brackynews

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Edited By Brackynews

So, it's Leadercore? >_< (Leadercore is a ® TM of Brackynews LLC.)

Wind-Up Knight represents an interesting experiment on the part of Pruett and the three-man crew currently behind the Mountain View, California-based Robot Invader. The game is available for free, and it’s possible to experience all of the content in the game without spending a dime, but doing so requires expert precision on the part of the player, and a heck of a lot of patience. In order to unlock everything in Wind-Up Knight, a player must S-rank the entire game, scooping up all the collectables.

Wait wait wait wait... earning marketplace unlockables is not new at all. All of the other points in the article about the Tap Joy integration, the one-time discount, etc, that sounds like the new ideas to me. The experiment/risk Robot Invader is taking is that the game is free to begin with, whereas Burnout Paradise is not. The system might not earn them money, but the completionist players that like this system might end up spending just a little money on other games they can't finish as quickly. It is interesting.

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jozzy

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Edited By jozzy

Interesting, but not a fan of these convoluted paying schemes.

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ajamafalous

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Edited By ajamafalous

You could play all of Spiral Knights for free if you wanted to. There is an artificial time wall, but eventually you could get good enough that you can buy more "time" with the in-game currency quicker than you spend it to make more.

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Paliv

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Edited By Paliv
@Paliv
@Blubba
Sorry that was just a mis-tap or two on the phone.
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Paliv

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Edited By Paliv
@Blubba
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MindChamber

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Edited By MindChamber

@Jayzilla: lol, lets ignore the fact that Pattys as white as they come.

most people that get uptight and offended by remarks like that, are usually as racist as they come.

News Flash: Woods has a black ass.

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Jayzilla

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Edited By Jayzilla

@MindChamber said:

Hey patty, spell check nigz,

for a minute there I thought "hat one" was a name of a company.

thanks for the unnecessary racism Tiger's caddie.

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SaturdayNightSpecials

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Wind-Up Knight's experimental take on the popular freemium model, but one that rewards hardcore players in the process.

I don't like this sentence.

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Vexxan

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Edited By Vexxan

I like this idea. 

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Gordo789

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Edited By Gordo789

Wind-Up Knight? Pshhhh, I'm going to play some Clockwork Knight on my saturn instead.

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MindChamber

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Edited By MindChamber

Hey patty, spell check nigz,

for a minute there I thought "hat one" was a name of a company.

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lockwoodx

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Edited By lockwoodx

These models have never been successful because they are a magnet for cheaters and hackers. When you put something free into the system, players will work the system at any angle to achieve that free prize and ultimately ripping off the company trying to market the product.

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darkjester74

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Edited By darkjester74

Always great to see devs willing to innovate on their revenue models.