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* ''VideoGame/CandyCrushSaga'': The game has a lives mechanic in which losing a level costs one life. The lives automatically replenish at 1 life every 30 minutes or you can buy lives with real money once you run out of lives.
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* ''VideoGame/{{Duolingo}}'': If you don't have a premium subscription, the app gives you five lives. If you answer incorrectly, you lose a life. If you lose all your lives, you have to wait 1 hour for them to replenish. Recently the app has added an option to buy lives via {{microtransactions}} within the "free" version; thankfully there's also a more legitimately educational option, as you can gradually restore lives by practicing lessons you previously made mistakes in (and speed the process up a bit with AdRewards).

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* ''VideoGame/{{Duolingo}}'': If you don't have a premium subscription, the app gives you five lives. If you answer incorrectly, you lose a life. If you lose all your lives, you have to wait 1 hour for them to replenish. Recently the app has added an option to buy lives via {{microtransactions}} within the "free" version; thankfully there's also a more legitimately educational option, as you can gradually restore lives by practicing lessons you previously made mistakes in (and speed the process up a bit with AdRewards).an AdReward).
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[[caption-width-right:350:Hope you've got your wallet on hand.]]
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%% This list of examples has been alphabetized. Please add your example in the proper place. Thanks!



%% This list of examples has been alphabetized. Please add your example in the proper place. Thanks!



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[[quoteright:350:[[VideoGame/AngryBirds2 https://static.tvtropes.org/pmwiki/pub/images/angrylives.png]]]]



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[[quoteright:350:[[VideoGame/HarryPotterHogwartsMystery https://static.tvtropes.org/pmwiki/pub/images/harrypotterhogwartsmystery_devils_snare_01.jpg]]]]
[[caption-width-right:350:Hope you've got your wallet on hand.]]

Many [[{{Allegedly Free Game}} Allegedly Free Games]] have some sort of limitation intentionally added or sweet perks to entice players into spending money. Unlike the usual method of [[BribingYourWayToVictory offering special premium items and/or characters]] for you to use (yet nefariously, these systems run in tandem with one another), the Freemium Timer limits how much a player can play a game over a given period, unless they are willing to pony up one of their precious game credits, or [[AdReward watch an ad]], to extend their playthrough. This is either to monetize off of impatient players, or as an AntiPoopSocking mechanic.

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[[quoteright:350:[[VideoGame/HarryPotterHogwartsMystery https://static.tvtropes.org/pmwiki/pub/images/harrypotterhogwartsmystery_devils_snare_01.jpg]]]]
[[caption-width-right:350:Hope you've got your wallet on hand.]]

Many [[{{Allegedly {{Allegedly Free Game}} Allegedly Free Games]] Game}}s have some sort of limitation intentionally added or sweet perks to entice players into spending money. Unlike the usual method of [[BribingYourWayToVictory offering special premium items and/or characters]] for you to use (yet nefariously, these systems run in tandem with one another), the Freemium Timer limits how much a player can play a game over a given period, unless they are willing to pony up one of their precious game credits, or [[AdReward watch an ad]], to extend their playthrough. This is either to monetize off of impatient players, or as an AntiPoopSocking mechanic.
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* ''VideoGame/{{Duolingo}}'': If you don't have a premium subscription, the app gives you five lives. If you answer incorrectly, you lose a life. If you lose all your lives, you have to wait 1 hour for them to replenish.

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* ''VideoGame/{{Duolingo}}'': If you don't have a premium subscription, the app gives you five lives. If you answer incorrectly, you lose a life. If you lose all your lives, you have to wait 1 hour for them to replenish. Recently the app has added an option to buy lives via {{microtransactions}} within the "free" version; thankfully there's also a more legitimately educational option, as you can gradually restore lives by practicing lessons you previously made mistakes in (and speed the process up a bit with AdRewards).
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/harrypotterhogwartsmystery_devils_snare_01.jpg]]

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[[quoteright:350:https://static.[[quoteright:350:[[VideoGame/HarryPotterHogwartsMystery https://static.tvtropes.org/pmwiki/pub/images/harrypotterhogwartsmystery_devils_snare_01.jpg]] jpg]]]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/harrypotterhogwartsmystery_devils_snare_01.jpg]]
[[caption-width-right:350:Hope you've got your wallet on hand.]]
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* ''VideoGame/PunishingGrayRaven'' has a stamina system which regenerates one pip every five minutes, though it can also be refilled when the account gains a level, or by spending Black Cards.

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* ''VideoGame/PunishingGrayRaven'' has a stamina system which regenerates one pip point of "serum" every five minutes, though it can also be refilled by using earnable serum items, when the account gains a level, or by spending Black Cards.
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* In ''VideoGame/CriminalCase'', the player is given an energy bar with a limit of 110 points. Investigating crime scenes requires 20 energy. Analyzing clues found in the crime scenes takes 3-12 hours, although cash can be used to speed things up.

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* In ''VideoGame/CriminalCase'', the player is given an energy bar with a limit of 110 points.points, which refills every 2 minutes. Investigating crime scenes requires 20 energy. Analyzing clues found in the crime scenes takes 3-12 hours, although cash can be used to speed things up.

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* Exploring locations and/or playing mini-games in ''VideoGame/HiddenCity'' requires energy, and once the it runs out, the player must either wait for the bar to replenish (at a rate of 3 minutes per energy point) or consume energy boosters, which can be bought using Premium Currency or obtained as rare quest rewards.



* ''VideoGame/AliceInTheMirrorsOfAlbion'' is a HiddenObjectGame that uses timers to explore the various places around Albion.
** Searching a location uses up from 15 to several hundreds energy points, and it takes 1:30 minutes to replenish one energy point. Of course, the player can spend money to buy food items to refill the bar faster.

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* ''VideoGame/AliceInTheMirrorsOfAlbion'' is a HiddenObjectGame that uses energy bars and timers timers to explore the various places around Albion.
** Searching In the Normal mode, searching a location uses up from 15 to several hundreds energy points, and it takes 1:30 minutes to replenish one energy point. Of course, the player can spend money to buy food items to refill the bar faster.
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** Locations in the MirrorWorld, on the other hand, has cooldown timers that prevents the players from immediately revisiting a location after searching through them, although paying cash can speed up the process. These cooldown timers can range from 15 minutes to several hours, depending on the area.

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** Locations in the MirrorWorld, on the other hand, has cooldown timers that prevents the players from immediately revisiting a location after searching through them, although paying cash [[PremiumCurrency Cash]] can speed up the process. These cooldown timers can range from 15 minutes to several hours, depending on the area.
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* ''VideoGame/MergeMansion'' is a [[MatchThreeGame merge-2 game]] which requires the use of energy to generate items to merge, and once you run out, you have to wait 70 secods to gain another energy, or use diamonds to recharge the bar. The item generators also has cooldown times after generating a certain number of items (the higher the level, the more items it can produce before having to cool down), and diamonds can once again be used to skip the cooldown times.

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* ''VideoGame/MergeMansion'' is a [[MatchThreeGame merge-2 game]] which requires the use of energy to generate items to merge, and once you run out, you have to wait 70 secods to gain another energy, or use diamonds to recharge the bar. The item generators also has cooldown times after generating a certain number of items (the higher the level, the more items it can produce before having to cool down), and diamonds can once again be used to skip the cooldown times.times.
* ''VideoGame/MyCafe'''s Quest Mode has an interesting combination of the two. The player is given an energy bar, and performing various tasks consumes 3-50 points. However, this bar doesn't automatically refill, and if the player wants to replenish their energy, they need to use the two energy generators available at the venue that can be used every 3 to 12 hours.
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Many [[{{Allegedly Free Game}} Allegedly Free Games]] have some sort of limitation intentionally added or sweet perks to entice players into spending money. Unlike the usual method of [[BribingYourWayToVictory offering special premium items and/or characters]] for you to use (yet nefariously, these systems run in tandem with one another), the Freemium Timer limits how much a player can play a game over a given period, unless they are willing to pony up one of their precious game credits to extend their playthrough. This is either to monetize off of impatient players, or as an AntiPoopSocking mechanic.

to:

Many [[{{Allegedly Free Game}} Allegedly Free Games]] have some sort of limitation intentionally added or sweet perks to entice players into spending money. Unlike the usual method of [[BribingYourWayToVictory offering special premium items and/or characters]] for you to use (yet nefariously, these systems run in tandem with one another), the Freemium Timer limits how much a player can play a game over a given period, unless they are willing to pony up one of their precious game credits credits, or [[AdReward watch an ad]], to extend their playthrough. This is either to monetize off of impatient players, or as an AntiPoopSocking mechanic.
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* In ''VideoGame/ShopHeroes'', crafting things to sell can take time, and sending heroes on quests can take a few hours. Moreover, resources take time to replenish. These things can all be sped up by upgrades (or by spending real money).
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# '''The Timeout Timers:''' The second variety, more common in ConstructionAndManagementGames, gives individual timers to complete specific actions, and the player must pay real money to speed up the process.

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# '''The Timeout Timers:''' The second variety, more common in ConstructionAndManagementGames, ConstructionAndManagementGames and/or {{Idle Game}}s, gives individual timers to complete specific actions, and the player must pay real money to speed up the process.

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* ''VideoGame/{{Vigor}}'' gates shelter upgrades and ItemCrafting behind timers of varying length. The shelter's Antenna upgrade, a facility that generates tiny amounts of premium currency every day, gets it the worst - its first upgrade level takes six hours to finish and every level thereafter takes an additional six hours on top of that (level 2 takes 12 hours, 3 takes 18 hours, and so on).



* ''VideoGame/{{Vigor}}'' gates shelter upgrades and ItemCrafting behind timers of varying length. The shelter's Antenna upgrade, a facility that generates tiny amounts of premium currency every day, gets it the worst - its first upgrade level takes six hours to finish and every level thereafter takes an additional six hours on top of that (level 2 takes 12 hours, 3 takes 18 hours, and so on).
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* ''VideoGame/TinyShop'' has timers for crafting items, researching crafting recipes, sending out adventurers to collect materials, and upgrading the workshops around the city. You can speed up the process either by watching ads, paying with crystals, or buying ad tickets with real money.
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** Searching a location uses up from 15 to several hundreds energy points, and it takes 1:30 minutes to fill up one energy point. Of course, the player can spend money to buy food items to refill the bar faster.

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** Searching a location uses up from 15 to several hundreds energy points, and it takes 1:30 minutes to fill up replenish one energy point. Of course, the player can spend money to buy food items to refill the bar faster.
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* In ''VideoGame/HarvestTown'', producing items in the workshop and/or selling stuffs in the Goods Stall has a cooldown timer that increases with the value of the products. You can speed up the timer by either watching ads, paying with diamonds, or using a speed-up coupons, which you can buy with real money. Fortunately, the game is generous enough with diamonds and bonuses, that it's usually unnecessary to actually use cash to bypass the timer.

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* In ''VideoGame/HarvestTown'', producing items in the workshop and/or selling stuffs in the Goods Stall has a cooldown timer that increases with the value of the products. You can speed up the timer by either watching ads, paying with diamonds, or using a speed-up coupons, which you can buy with real money. Fortunately, the game is generous enough with diamonds and bonuses, that it's usually unnecessary to actually use cash to bypass the timer.
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** Building and improving stronghold assets, on the other hand, has individual timers that range from a minute to 7 days, depending on the level of the building upgraded. Speeding up the building process requires diamonds. Oh, and did we mention that you can only build one building at a time?

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** Building and improving stronghold assets, on the other hand, has individual timers that range from a minute to 7 days, depending on the level of the building upgraded. Speeding up the building process requires diamonds. Oh, and did we mention that you can only build one building at a time?time?
* ''VideoGame/MergeMansion'' is a [[MatchThreeGame merge-2 game]] which requires the use of energy to generate items to merge, and once you run out, you have to wait 70 secods to gain another energy, or use diamonds to recharge the bar. The item generators also has cooldown times after generating a certain number of items (the higher the level, the more items it can produce before having to cool down), and diamonds can once again be used to skip the cooldown times.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/HarvestTown'', producing items in the workshop and/or selling stuffs in the Goods Stall has a cooldown timer that increases with the value of the products. You can speed up the timer by either watching ads, paying with diamonds, or using a speed-up coupon.

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* In ''VideoGame/HarvestTown'', producing items in the workshop and/or selling stuffs in the Goods Stall has a cooldown timer that increases with the value of the products. You can speed up the timer by either watching ads, paying with diamonds, or using a speed-up coupon.coupons, which you can buy with real money. Fortunately, the game is generous enough with diamonds and bonuses, that it's usually unnecessary to actually use cash to bypass the timer.
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** Building and improving a stronghold asset, on the other hand, has individual timer that range from a minute to 7 days, depending on the level of the building upgraded. Speeding up the building process requires diamonds. Oh, and did we mention that you can only build one building at a time?

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** Building and improving a stronghold asset, assets, on the other hand, has individual timer timers that range from a minute to 7 days, depending on the level of the building upgraded. Speeding up the building process requires diamonds. Oh, and did we mention that you can only build one building at a time?
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** Searching a location takes up from 15 to several hundreds energy points, and it takes 1:30 minutes to fill up one energy point. Of course, the player can spend money to buy food items to refill the bar faster.

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** Searching a location takes uses up from 15 to several hundreds energy points, and it takes 1:30 minutes to fill up one energy point. Of course, the player can spend money to buy food items to refill the bar faster.
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* In ''VideoGame/HarvestTown'', producing items in the workshop and/or selling stuffs in the Goods Stall has a cooldown timer that increases with the value of the products. You can speed up the timer by either watching ads, paying with diamonds, or using a speed-up coupon.

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* Many city-building social games like ''Videogame/CityVille'' and ''VideoGame/SimCity Social'' have "energy" that is required to interact with buildings and collect their outputs. Generally in such games energy regenerates over time, and the maximum increases with level, but when you run low, it's guaranteed that a popup will appear recommending you to buy more.

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* Many city-building social games like ''Videogame/CityVille'' and ''VideoGame/SimCity Social'' have "energy" that is required to interact with buildings and collect their outputs. Generally in such games energy regenerates over time, and the maximum increases with level, but when you run low, it's guaranteed that a popup will appear recommending you to buy more.


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* ''VideoGame/SimCity Social'' have "energy" that is required to interact with buildings and collect their outputs. Generally in such games energy regenerates over time, and the maximum increases with level, but when you run low, it's guaranteed that a popup will appear recommending you to buy more.
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* ''VideoGame/{{Vigor}}'' gates shelter upgrades and ItemCrafting behind timers of varying length. The shelter's Antenna upgrade, a facility that generates tiny amounts of premium currency every day, gets it the worst - its first upgrade level takes six hours to finish and every level thereafter takes an additional six hours on top of that (level 2 takes 12 hours, 3 takes 18 hours, and so on).
Is there an issue? Send a MessageReason:
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** Searching a location takes up from 15 to several hundreds energy points, and it takes 1:30 minutes to fill up one energy. Of course, the player can spend money to buy food items to refill the bar faster.

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** Searching a location takes up from 15 to several hundreds energy points, and it takes 1:30 minutes to fill up one energy.energy point. Of course, the player can spend money to buy food items to refill the bar faster.
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Added an example from the work page.

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* ''VideoGame/SimplestRPG'' has an energy meter which goes down by 4 with every battle and 150 with every visit to the ruins. It caps at 500 and refills by 1 every second. You can buy King mode which refills it by 4 every second, and because auto fight works once every second, it allows for unlimited battling and not worrying about the energy bar.
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These systems started life out in those [[UsefulNotes/AdobeFlash Flash-based]] Facebook games from the late 2000's, and when the Mobile market became viable enough for gaming on the go, these systems spread to the mobile market like ''wildfire''. Not surprisingly, most addicts attribute their long playtime for their game of choice to constantly emptying the Energy Bar or resetting the timers over the actual intended gameplay experience, due to them timing their lives around these timers. As such, Detractors of these systems have coined the terms "Free To Wait" or "Wait to Play" games; games that are intentionally designed with abusing these systems in mind, so as to maximise the full profiteering potential.

[[NonIndicativeName Despite the name]], these systems are not limited to Free to Play games, as many full-priced retail games also use these mechanics (much to the increasing ire of players everywhere).

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These systems started life out in those [[UsefulNotes/AdobeFlash Flash-based]] Facebook games from the late 2000's, and when the Mobile market became viable enough for gaming on the go, these systems spread to the mobile market like ''wildfire''. Not surprisingly, most addicts attribute their long playtime for their game of choice to constantly emptying the Energy Bar or resetting the timers over the actual intended gameplay experience, due to them timing their lives around these timers. As such, Detractors detractors of these systems have coined the terms "Free To Wait" or "Wait to Play" games; games that are intentionally designed with abusing these systems in mind, so as to maximise the full profiteering potential.

[[NonIndicativeName Despite the name]], these systems are not limited to Free to Play games, as many full-priced retail games also use these mechanics (much to the increasing ire of players everywhere).
everywhere). Often overlaps with PlayEveryDay, as these timers' duration generally take less than 24 hours to finish, or refill fully in the case of the energy meter.
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* ''[[VideoGame/GrandTheftAutoV Grand Theft Auto Online]]'': Although ''GTA Online'' is technically retail, this trope still applies for many of the most lucrative money making methods in the game. Players can own illegal businesses that take supplies and turn them into sellable product. The supplies can be either stolen or bought at a rate of GTA$15,000 per 20% supplies missing in stock. Selling Import/Export cars takes a different approach; the player is prevented from selling more cars for a period of time depending on how many cars were sold in one go (generally 15 minutes per car).
* ''VideoGame/MetalGearSolidVThePhantomPain'': Unlike its predecessor, ''VideoGame/MetalGearSolidPeaceWalker'', production orders are based on real time instead of how many missions are completed. The production timers only tick down while the game is running, with the exception of online productions, which always tick down regardless of the game's status in exchange for having longer timers, some going on for ''days''. Players can send some of their soldiers on expeditions to procure crafting materials, soldiers and vehicles, which also run on real time.

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