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forgot this detail. The stamina and getherwings are only consumed after you clear the quest, not just from playing them.


* ''VideoGame/DragaliaLost'' features two stamina meters. The first, which is simply called stamina, is consumed whenever you play a quest alone. The other meter, referred to as getherwings, is consumed when playing coop quests. The stamina meters max gets bigger the more a player levels up while getherwings always have a max of 12. Both meters, however, can be overfill past their max through use of items, wyrmite, diamantium, leveling up, or collecting from the halidom, but they won't reload on their own when they are over their current max.

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* ''VideoGame/DragaliaLost'' features two stamina meters. The first, which is simply called stamina, is consumed whenever you play clear a quest alone. The other meter, referred to as getherwings, is consumed when playing clearing coop quests. The stamina meters max gets bigger the more a player levels up while getherwings always have a max of 12. Both meters, however, can be overfill past their max through use of items, wyrmite, diamantium, leveling up, or collecting from the halidom, but they won't reload on their own when they are over their current max.
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[[NonIndicativeName Despite the name]], these systems are not limited to Free to Play games, heck, money doesn't even have to change hands. Many full-priced retail games also use these mechanics (much to the increasing ire of players everywhere).

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[[NonIndicativeName Despite the name]], these systems are not limited to Free to Play games, heck, money doesn't even have to change hands. Many as many full-priced retail games also use these mechanics (much to the increasing ire of players everywhere).
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[[NonIndicativeName Despite the name]], these systems are not limited to Free to Play games, heck, money doesn't even have to change hands. Many full-priced retail games also use these mechanics (much to the increasing ire of players everywhere).
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* ''VideoGame/{{Duolingo}}'': If you don't have a premium subscription, the app gives you three 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 three 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/FateGrandOrder'' has an action point gauge. The player spends AP to embark on quests, and even if they quit or fail, the AP is still consumed. It recharges at a rate of one point per five minutes, but the player can use items to instantly gain some. Bronze apples for a flat ten points, silver apples for 50%, and gold apples or Saint Quartz, the game's premium currency, for 100%. As Quartz is mainly used to spin the gacha, using it to recharge AP is seen as a huge waste. Doing so is often derisively called "eating rainbow apples."



* ''VideoGame/FateGrandOrder'' has an action point gauge. The player spends AP to embark on quests, and even if they quit or fail, the AP is still consumed. It recharges at a rate of one point per five minutes, but the player can use items to instantly gain some. Bronze apples for a flat ten points, silver apples for 50%, and gold apples or Saint Quartz, the game's premium currency, for 100%. As Quartz is mainly used to spin the gacha, using it to recharge AP is seen as a huge waste. Doing so is often derisively called "eating rainbow apples."

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* ''VideoGame/FateGrandOrder'' has an action point gauge. The player spends AP to embark on quests, and even if they quit or fail, the AP is still consumed. It recharges at a rate of one point per five minutes, but the player can use items to instantly gain some. Bronze apples for a flat ten points, silver apples for 50%, and gold apples or Saint Quartz, the game's premium currency, for 100%. As Quartz is mainly used to spin the gacha, using it to recharge AP is seen as a huge waste. Doing so is often derisively called "eating rainbow apples."
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Spotted a typo I didn't catch before saving.


* ''VideoGame/FateGrandOrder'' has an action point gauge. The player spends AP to embark on quests, and even if they quit or fail, the AP is still consumed. It recharges at a rate of one point per five minutes, but the player can ue items to instantly gain some. Bronze apples for a flat ten points, silver apples for 50%, and gold apples or Saint Quartz, the game's premium currency, for 100%. As Quartz is mainly used to spin the gacha, using it to recharge AP is seen as a huge waste. Doing so is often derisively called "eating rainbow apples."

to:

* ''VideoGame/FateGrandOrder'' has an action point gauge. The player spends AP to embark on quests, and even if they quit or fail, the AP is still consumed. It recharges at a rate of one point per five minutes, but the player can ue use items to instantly gain some. Bronze apples for a flat ten points, silver apples for 50%, and gold apples or Saint Quartz, the game's premium currency, for 100%. As Quartz is mainly used to spin the gacha, using it to recharge AP is seen as a huge waste. Doing so is often derisively called "eating rainbow apples."
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* ''VideoGame/FateGrandOrder'' has an action point gauge. The player spends AP to embark on quests, and even if they quit or fail, the AP is still consumed. It recharges at a rate of one point per five minutes, but the player can ue items to instantly gain some. Bronze apples for a flat ten points, silver apples for 50%, and gold apples or Saint Quartz, the game's premium currency, for 100%. As Quartz is mainly used to spin the gacha, using it to recharge AP is seen as a huge waste. Doing so is often derisively called "eating rainbow apples."
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* ''VideoGame/DungeonFighterOnline'': The game uses a "Fatigue Points" system, which starts at 156 points and goes down by 1 for every uncleared dungeon room traversed, although the game will let players finish a dungeon if the FP bar hits 0 during a run. The sole exception is with special dungeons, which simply subtract a fixed amount of FP at the start of a run. The only free-to-play options for restoring FP are waiting until 9 AM UTC the next day or buying/crafting a "Fatigue Recover Potion". Otherwise, FP potions of varying recovery amounts can be bought with real money, or players can subscribe for "Neo Premium", which raises the daily FP limit to 273.

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* ''VideoGame/DungeonFighterOnline'': The game uses a "Fatigue Points" system, which starts at 156 points and goes down by 1 for every uncleared dungeon room traversed, although the game will let players finish a dungeon if the FP bar hits 0 during a run. The sole exception is with special dungeons, which simply subtract a fixed amount of FP at the start of a run. The only free-to-play options for restoring FP are waiting until 9 AM UTC the next day or day, buying/crafting a "Fatigue Recover Potion".Recovery Potion", or handouts from events. Otherwise, FP potions of varying recovery amounts can be bought with real money, or players can subscribe for "Neo Premium", which raises the daily FP limit to 273.
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* ''VideoGame/DungeonFighterOnline'': The game uses a "Fatigue Points" system, which starts at 156 points and goes down by 1 for every uncleared dungeon room traversed, although the game will let players finish a dungeon if the FP bar hits 0 during a run. The sole exception is with special dungeons, which simply subtract a fixed amount of FP at the start of a run. The only free-to-play options for restoring FP are waiting until 9 AM UTC the next day or buying/crafting a "Fatigue Recover Potion". Otherwise, FP potions of varying recovery amounts can be bought with real money, or players can subscribe for "Neo Premium", which raises the daily FP limit to 273.
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* ''VideoGame/AzurLane'' has oil, which is used mainly for sending shipgirls on missions. It is quite generous with this, though, as there is not only a slowly-refilling canteen from which more oil can be collected, various commissions can be used to collect oil and the developers frequently send out gift mail containing additional oil, usually as compensation for maintenance downtime. Nevertheless, hardcore players who still somehow run out of oil can buy more with real money. While there are a number of timers, it doesn't count for that category because there are no purchasable items to accelerate them.
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* ''VideoGame/Warframe'': All items being crafted in the foundry have differing time requirements ranging from minutes to hours to 3 days in the case of Warframes themselves. All of these can be rushed at the cost of platinum (in-game currency that can be traded between players but also bought with real-world currency) although this is generally frowned upon and discouraged by most of the playerbase.

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* ''VideoGame/Warframe'': ''{{VideoGame/Warframe}}'': All items being crafted in the foundry have differing time requirements ranging from minutes to hours to 3 days in the case of Warframes themselves. All of these can be rushed at the cost of platinum (in-game currency that can be traded between players but also bought with real-world currency) although this is generally frowned upon and discouraged by most of the playerbase.
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* ''VideoGame/Warframe'': All items being crafted in the foundry have differing time requirements ranging from minutes to hours to 3 days in the case of Warframes themselves. All of these can be rushed at the cost of platinum (in-game currency that can be traded between players but also bought with real-world currency) although this is generally frowned upon and discouraged by most of the playerbase.
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forgot the slash


* ''VideoGameDragaliaLost'' features two stamina meters. The first, which is simply called stamina, is consumed whenever you play a quest alone. The other meter, referred to as getherwings, is consumed when playing coop quests. The stamina meters max gets bigger the more a player levels up while getherwings always have a max of 12. Both meters, however, can be overfill past their max through use of items, wyrmite, diamantium, leveling up, or collecting from the halidom, but they won't reload on their own when they are over their current max.

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* ''VideoGameDragaliaLost'' ''VideoGame/DragaliaLost'' features two stamina meters. The first, which is simply called stamina, is consumed whenever you play a quest alone. The other meter, referred to as getherwings, is consumed when playing coop quests. The stamina meters max gets bigger the more a player levels up while getherwings always have a max of 12. Both meters, however, can be overfill past their max through use of items, wyrmite, diamantium, leveling up, or collecting from the halidom, but they won't reload on their own when they are over their current max.
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None

Added DiffLines:

* ''VideoGameDragaliaLost'' features two stamina meters. The first, which is simply called stamina, is consumed whenever you play a quest alone. The other meter, referred to as getherwings, is consumed when playing coop quests. The stamina meters max gets bigger the more a player levels up while getherwings always have a max of 12. Both meters, however, can be overfill past their max through use of items, wyrmite, diamantium, leveling up, or collecting from the halidom, but they won't reload on their own when they are over their current max.
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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 the game of their choice to constantly emptying the Energy Bar or resetting the timers over actual intended gameplay experience, due to them timing their lives around it. Detractors of these systems have coined the terms "Free To Wait" or "Wait to Play" games; games intentionally designed around these systems.

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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. ''wildfire''. Not surprisingly, most addicts attribute their long playtime for the their game of their choice to constantly emptying the Energy Bar or resetting the timers over the actual intended gameplay experience, due to them timing their lives around it. 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 around with abusing these systems.
systems in mind, so as to maximise the full profiteering potential.
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Fixed the red links


* ''VideoGame/SummonersWar'', an app game, lets you start out with a certain fixed amount of "energy" so you can play. You can find more as drops from defeated enemies, you can win more on the daily prize wheel game. But once you use it all you either have to pay to refill the energy meter to keep going, or wait for it all to slowly build back up.

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* ''VideoGame/SummonersWar'', ''Summoners War'', an app game, lets you start out with a certain fixed amount of "energy" so you can play. You can find more as drops from defeated enemies, you can win more on the daily prize wheel game. But once you use it all you either have to pay to refill the energy meter to keep going, or wait for it all to slowly build back up.



** You can make a DealWithTheDevil every five to ten minutes (every four hours for item crafting) for a slight boost to damage, income, speed, item crafting, or a small amount of diamonds (the game's PremiumCurrency). This is done either by watching a fifteen-second ad or by paying a bloodstone, a different kind of currency that is given out for every milestone level passed. And a regular event even makes devil deals free, so you don't even have to watch the ad.

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** You can make a DealWithTheDevil every five to ten minutes (every four hours for item crafting) for a slight boost to damage, income, speed, item crafting, or a small amount of diamonds (the game's PremiumCurrency).premium currency). This is done either by watching a fifteen-second ad or by paying a bloodstone, a different kind of currency that is given out for every milestone level passed. And a regular event even makes devil deals free, so you don't even have to watch the ad.



* ''VideoGame/EmpiresAndPuzzles: Epic Match 3''

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* ''VideoGame/EmpiresAndPuzzles: ''Empires and Puzzles: Epic Match 3''
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* ''VideoGame/PuzzleAndDragons'' started an excruciatingly slow refresh rate of 1 point per 10 minutes. Dungeons consume anywhere from 3 all the way up to 99 (!) to enter. Eventually the refresh rate was accelerated to 1 per 10 minutes

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* ''VideoGame/PuzzleAndDragons'' started an excruciatingly slow refresh rate of 1 point per 10 minutes. Dungeons consume anywhere from 3 all the way up to 99 ''200'' (!) to enter. Eventually the refresh rate was accelerated to 1 per 10 minutes3 minutes.
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* ''VideoGame/FireEmblemHeroes'' has a Stamina point which refreshed by 1 point every five minutes. The number of stamina used increases in higher difficulties. It originally had a limit of 50 stamina but was increased to 99 in an early patch. There are also which are used for the Arena which only refreshes on the next day. Both of these can be refreshed through Stamina Potion and Dueling Crest, respectively.

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* ''VideoGame/FireEmblemHeroes'' has a Stamina point which refreshed by 1 point every five minutes. The number of stamina used increases in higher difficulties. It originally had a limit of 50 stamina but was increased to 99 in an early patch. There are also Dueling Swords which are used for the Arena which only refreshes on the next day. Both of these can be refreshed through Stamina Potion and Dueling Crest, respectively.
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** Locations in the Mirror World, 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.

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** Locations in the Mirror World, 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.process. These cooldown timers can range from 15 minutes to several hours, depending on the area.
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** Building and improving a stronghold, 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 tell you that you can only build one building at a time?

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** Building and improving a stronghold, stronghold asset, on the other hand 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 tell you mention that you can only build one building at a time?
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# '''The Energy Meter:''' This is when the player uses up a number of points to perform an action or to enter a stage, depending on the game. When the player runs out of energy, they must either wait for that energy bar to refill on its own--which usually takes several hours--or they can conveniently pay real money to immediately fill up the bar and skip the grind.

# '''The Timeout Timers:''' The second variety, more common in ConstructionAndManagementGames, gives individual timers for specific actions that the player can do, and the player must pay real money to speed up the process.

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# '''The Energy Meter:''' This is when the player uses up consumes a number of points to perform an action a task or to enter a stage, depending on the game. stage. When the player runs out of energy, they must either wait for that energy bar to refill on its own--which usually takes several hours--or they can conveniently pay real money to immediately fill up the bar and skip the grind.

# '''The Timeout Timers:''' The second variety, more common in ConstructionAndManagementGames, gives individual timers for to complete specific actions that the player can do, actions, and the player must pay real money to speed up the process.



* ''VideoGame/TeamKirbyClashDeluxe'', the spinoff game to ''Videogame/KirbyPlanetRobobot'', has a "vigor meter" that will get used when you go into quest battles. If it's depleted, you'll have to either wait for the meter to replenish itself (by waiting a few minutes) or eating the Gem Apples which restores it instantly. Its sequel, ''VideoGame/SuperKirbyClash'', also uses the same system.

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* ''VideoGame/TeamKirbyClashDeluxe'', the spinoff SpinOff game to ''Videogame/KirbyPlanetRobobot'', has a "vigor meter" that will get used when you go into quest battles. If it's depleted, you'll have to either wait for the meter to replenish itself (by waiting a few minutes) or eating the Gem Apples which restores it instantly. Its sequel, ''VideoGame/SuperKirbyClash'', also uses the same system.
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Many {{Allegedly Free Game}} have some sort of limitations or perks to entice players into spending money. Unlike the usual method of [[BribingYourWayToVictory offering special premium items and/or characters]] (yet nefariously run in tandem with it), 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 the impatient players or as an AntiPoopSocking mechanic.

Freemium Timers can manifest in two different ways, although many games employ both mechanics at once.

The first is expressed using an Energy (or Stamina) Bar, where the player uses up a number of points to perform an action or enter a stage, depending on the game. When the player runs out of energy, they must either wait for the energy bar to refill on its own--which usually takes hours--or pay real money to immediately fill up the bar.

The second variety, more common in ConstructionAndManagementGames, gives individual timers for each, specific actions, and the player must pay real money to speed up the process.

Commonly found in mobile and Facebook games. Not surprisingly, most addicts attribute their long playtime to constantly emptying the Energy Bar or resetting the timers over actual intended gameplay due to them timing their lives around it.

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Many {{Allegedly [[{{Allegedly Free Game}} Allegedly Free Games]] have some sort of limitations 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 nefariously, these systems run in tandem with it), 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 the of impatient players players, or as an AntiPoopSocking mechanic.

Freemium Timers can manifest in two different ways, although many games employ both mechanics at once.once:

# '''The Energy Meter:''' This is when the player uses up a number of points to perform an action or to enter a stage, depending on the game. When the player runs out of energy, they must either wait for that energy bar to refill on its own--which usually takes several hours--or they can conveniently pay real money to immediately fill up the bar and skip the grind.

# '''The Timeout Timers:''' The second variety, more common in ConstructionAndManagementGames, gives individual timers for specific actions that the player can do, and the player must pay real money to speed up the process.


The first is expressed using an Energy (or Stamina) Bar, where the player uses up a number of points to perform an action or enter a stage, depending on the game. When the player runs These systems started life out of energy, they must either wait for the energy bar to refill on its own--which usually takes hours--or pay real money to immediately fill up the bar.

The second variety, more common
in ConstructionAndManagementGames, gives individual timers for each, specific actions, and the player must pay real money to speed up the process.

Commonly found in mobile and
those [[UsefulNotes/AdobeFlash Flash-based]] Facebook games. 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 the game of their choice to constantly emptying the Energy Bar or resetting the timers over actual intended gameplay experience, due to them timing their lives around it.
it. Detractors of these systems have coined the terms "Free To Wait" or "Wait to Play" games; games intentionally designed around these systems.



!! Games that use individual timers:

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!! Games that use individual timeout timers:
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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.



* {{VideoGame/Zombidle}}: Done relatively unobtrusively.

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* {{VideoGame/Zombidle}}: ''VideoGame/GirlsFrontline'': Building new T-Dolls or putting them through training requires a period where they're locked away by a timer, which varies according to either the new Doll's rarity or the skill level that's being upgraded. They can be skipped with some currency, but since the game is meant to be played slowly, waiting a day for one of your many, many T-Dolls fully max her skill shouldn't affect anyone except the most impatient.
* ''{{VideoGame/Zombidle}}'':
Done relatively unobtrusively.
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Ace Combat Infinity has long shut down. Rewording to past-tense.


* ''VideoGame/AceCombatInfinity'': The "Sortie Fuel System" limits how many times you can play in either the campaign or multiplayer modes, unless you wait for supplied fuel to recharge or buy stocked fuel if you don't want to wait. The normal rate is seventy-five cents per unit of stocked fuel at best, one dollar at worst[[note]]The one-unit fuel pack is one dollar; some include free extras, i.e. the 50-fuel pack includes ten free units[[/note]], and to play the campaign past the second mission one must pay a massive amount of credits to unlock the mission on top of the fuel cost, and more credits are necessary to replay it. That said, through feedback from fans the system was tweaked for release -- you now use exactly one unit of fuel per mission (originally it was planned to use one unit for every five minutes of gameplay, though given that co-op missions only last five minutes anyway it's basically the same), and stocked fuel can be gained through challenges or random drops. There is also an Unlimited Campaign play ticket that removes the fuel and credit costs from playing missions[[note]]which, if bought from Gamestop, which has it cheaper than PSN, also technically gives you 20 stocked fuel, by way of the challenge for completing Mission 5, at a rate of about 63 cents a unit[[/note]]. In fact, it is possible for a player to receive stocked fuel via challenges and random drops faster than he/she spends it, especially after buying the Unlimited Campaign Ticket.

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* ''VideoGame/AceCombatInfinity'': The "Sortie Fuel System" limits limited how many times you can could play in either the campaign or multiplayer modes, unless you wait waited for supplied fuel to recharge or buy stocked fuel if you don't didn't want to wait. The normal rate is was seventy-five cents per unit of stocked fuel at best, one dollar at worst[[note]]The one-unit fuel pack is one dollar; some include included free extras, i.e. the 50-fuel pack includes included ten free units[[/note]], and to play the campaign past the second mission one must had to pay a massive amount of credits to unlock the mission on top of the fuel cost, and more credits are was necessary to replay it. That said, through Critical feedback from fans the system was fandom eventually tweaked for release -- the system so that you now use used exactly one unit of fuel per mission (originally it was planned to use one unit for every five minutes of gameplay, though given that co-op missions only last lasted five minutes anyway it's basically the same), and stocked fuel can could be gained through challenges or random drops. There is was also an Unlimited Campaign play ticket that removes removed the fuel and credit costs from playing missions[[note]]which, if bought from Gamestop, which has it cheaper than PSN, also technically gives you 20 stocked fuel, by way of the challenge for completing Mission 5, at a rate of about 63 cents a unit[[/note]]. In fact, it is missions. It was possible for a player to receive stocked fuel via challenges and random drops faster than he/she spends they spent it, especially after buying the Unlimited Campaign Ticket.
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* ''VideoGame/TokyoAfterschoolSummoners'' uses a stamina meter that goes down any time you start a battle, whether it be a free quest, daily quest, or main quest.[[note]]It should be noted that it does not go down when doing quests where there are no battles, such as certain main quests where the story progresses without a fight ensuing or any special quests where there is absolutely no fighting.[[/note]] When the number on the stamina meter goes below the second half, a timer begins that tells you when it will fully refill. Using stamina drinks, that can mostly be acquired by logging in or playing the game, can not only help speed up the process, but it can also increase the first number to have more than the second number, allowing more opportunities to battle.

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* ''VideoGame/TokyoAfterschoolSummoners'' uses a stamina meter that goes down any time you start a battle, whether it be a free quest, daily quest, or main quest.[[note]]It should be noted that it does not go down when doing quests where there are no battles, such as certain main quests where the story progresses without a fight ensuing or any special quests where there is absolutely no fighting.[[/note]] When the number on the stamina meter goes below the second half, number, a timer begins that tells you when it will fully refill. Using stamina drinks, that can mostly be acquired by logging in or playing the game, can not only help speed up the process, but it can also increase the first number to have more than the second number, allowing more opportunities to battle.
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* ''VideoGame/TokyoAfterschoolSummoners'' uses a stamina meter that goes down any time you start a battle, whether it be a free quest, daily quest, or main quest.[[note]]It should be noted that it does not go down when doing quests where there are no battles, such as certain main quests where the story progresses without a fight ensuing or any special quests where there is absolutely no fighting.[[/note]] When the number on the stamina meter goes below the second half, a timer begins that tells you when it will fully refill. Using stamina drinks, that can mostly be acquired by logging in or playing the game, can not only help speed up the process, but it can also increase the first number to have more than the second number, allowing more opportunities to battle.
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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 fasters.

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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 fasters.faster.
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* While not every action performed in ''VideoGame/HarryPotterHogwartsMystery'' consumes energy, the player needs to use up energy points to learn and apply their skills (e.g. taking classes) to gain experience points. Each energy takes 4 minutes to gain, and the bar automatically refills every level up.

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* While not every action performed in ''VideoGame/HarryPotterHogwartsMystery'' consumes energy, the player needs to use up energy points to learn collect stars to advance in classes and apply their skills (e.g. taking classes) to gain experience points.quest missions. Each energy takes 4 minutes to gain, and the bar automatically refills every level up.

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The second variety, more common in ConstructionAndManagementGames, gives an individual timers to complete a particular action, and the player must pay real money to speed up the process.

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The second variety, more common in ConstructionAndManagementGames, gives an individual timers to complete a particular action, for each, specific actions, and the player must pay real money to speed up the process.
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Created from YKTTW

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Many {{Allegedly Free Game}} have some sort of limitations or perks to entice players into spending money. Unlike the usual method of [[BribingYourWayToVictory offering special premium items and/or characters]] (yet nefariously run in tandem with it), 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 the impatient players or as an AntiPoopSocking mechanic.

Freemium Timers can manifest in two different ways, although many games employ both mechanics at once.

The first is expressed using an Energy (or Stamina) Bar, where the player uses up a number of points to perform an action or enter a stage, depending on the game. When the player runs out of energy, they must either wait for the energy bar to refill on its own--which usually takes hours--or pay real money to immediately fill up the bar.

The second variety, more common in ConstructionAndManagementGames, gives an individual timers to complete a particular action, and the player must pay real money to speed up the process.

Commonly found in mobile and Facebook games. Not surprisingly, most addicts attribute their long playtime to constantly emptying the Energy Bar or resetting the timers over actual intended gameplay due to them timing their lives around it.

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!Examples
!! Games that use the Energy/Stamina bar:
* ''VideoGame/AceCombatInfinity'': The "Sortie Fuel System" limits how many times you can play in either the campaign or multiplayer modes, unless you wait for supplied fuel to recharge or buy stocked fuel if you don't want to wait. The normal rate is seventy-five cents per unit of stocked fuel at best, one dollar at worst[[note]]The one-unit fuel pack is one dollar; some include free extras, i.e. the 50-fuel pack includes ten free units[[/note]], and to play the campaign past the second mission one must pay a massive amount of credits to unlock the mission on top of the fuel cost, and more credits are necessary to replay it. That said, through feedback from fans the system was tweaked for release -- you now use exactly one unit of fuel per mission (originally it was planned to use one unit for every five minutes of gameplay, though given that co-op missions only last five minutes anyway it's basically the same), and stocked fuel can be gained through challenges or random drops. There is also an Unlimited Campaign play ticket that removes the fuel and credit costs from playing missions[[note]]which, if bought from Gamestop, which has it cheaper than PSN, also technically gives you 20 stocked fuel, by way of the challenge for completing Mission 5, at a rate of about 63 cents a unit[[/note]]. In fact, it is possible for a player to receive stocked fuel via challenges and random drops faster than he/she spends it, especially after buying the Unlimited Campaign Ticket.
* In ''VideoGame/AceFishing'', the player uses 1-2 energy point to go fishing, and it takes 10 minutes to refill one energy point. The energy bar is capped at 15 at first, but is increased by 1 point with each level up.
* ''VideoGame/AngryBirds2'' uses a lives mechanic in an attempt to [[AntiPoopSocking prevent the players from being addicted]]. There are five lives at the start. If a player loses or quits a level after sending their first bird, they lose a life. If they run out of lives, they can either wait or pay to refresh their lives. [[ScrappyMechanic This wasn't well-received by fans.]]
* 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.
* Unlike its [[VideoGame/DinerDash predecessor]], playing a stage in ''VideoGame/DinerDashAdventures'' requires the player to spend 10 "food supplies", and it is capped at 50. Supplies are obtained every 2 minutes, and the cap cannot be increased, although players can stockpile supplies during "Free Play" bonuses--i.e. a bonus where the players can play stages for free for a certain period of time.
* ''VideoGame/{{Duolingo}}'': If you don't have a premium subscription, the app gives you three 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.
* ''VideoGame/ElSword'' has a stamina meter that is depleted whenever you play in dungeons. When it reaches 0, you won't be able to play dungeons again until tomorrow. You're still able to play PvP regardless of stamina, though. The meter resets to full every 24 hours.
* ''VideoGame/FireEmblemHeroes'' has a Stamina point which refreshed by 1 point every five minutes. The number of stamina used increases in higher difficulties. It originally had a limit of 50 stamina but was increased to 99 in an early patch. There are also which are used for the Arena which only refreshes on the next day. Both of these can be refreshed through Stamina Potion and Dueling Crest, respectively.
* ''VideoGame/{{Gardenscapes}}'' uses the classic 5 hearts counter, but during some special events the counter's maximum capacity can be expanded to 8 for a whole month by buying a 4,99 dollars ticket (which also unlocks an extra tier of rewards during the event)
* While not every action performed in ''VideoGame/HarryPotterHogwartsMystery'' consumes energy, the player needs to use up energy points to learn and apply their skills (e.g. taking classes) to gain experience points. Each energy takes 4 minutes to gain, and the bar automatically refills every level up.
* Going into a dungeon stage in ''VideoGame/{{Kritika}}'' uses up a minimum of 5 "lives". The player is given a limit of 50 lives, and the bar is filled up by 1 life every 10 minutes.
* ''VideoGame/LilysGarden'', a mobile and browser game, grants the player four hearts, with one heart being depleted each time you fail one of the puzzle levels. If all the hearts are depleted, the player is prevented from attempting any more puzzle levels until at least one heart has been replenished. On the other hand, it is not uncommon to win unlimited-heart boosts, either as random prizes or from being ''really'' good at the puzzle levels.
* ''VideoGame/LoveLiveSchoolIdolFestival'' uses a Live Points system that refreshes at 1 LP every six minutes. The number of LP needed for a song increases with higher difficulty levels, so you can spam Easy songs all day long, but it can take a while before you can play more than one [[HarderThanHard Expert or Master]] chart in a row.
* ''VideoGame/MafiaWars'' has three meters: energy (used for performing jobs), stamina (used to fight and rob) and health (depleted whenever player takes damage).
* ''VideoGame/PuzzleAndDragons'' started an excruciatingly slow refresh rate of 1 point per 10 minutes. Dungeons consume anywhere from 3 all the way up to 99 (!) to enter. Eventually the refresh rate was accelerated to 1 per 10 minutes
* ''VideoGame/SummonersWar'', an app game, lets you start out with a certain fixed amount of "energy" so you can play. You can find more as drops from defeated enemies, you can win more on the daily prize wheel game. But once you use it all you either have to pay to refill the energy meter to keep going, or wait for it all to slowly build back up.
* ''VideoGame/TeamKirbyClashDeluxe'', the spinoff game to ''Videogame/KirbyPlanetRobobot'', has a "vigor meter" that will get used when you go into quest battles. If it's depleted, you'll have to either wait for the meter to replenish itself (by waiting a few minutes) or eating the Gem Apples which restores it instantly. Its sequel, ''VideoGame/SuperKirbyClash'', also uses the same system.

!! Games that use individual timers:
* {{VideoGame/Zombidle}}: Done relatively unobtrusively.
** You can make a DealWithTheDevil every five to ten minutes (every four hours for item crafting) for a slight boost to damage, income, speed, item crafting, or a small amount of diamonds (the game's PremiumCurrency). This is done either by watching a fifteen-second ad or by paying a bloodstone, a different kind of currency that is given out for every milestone level passed. And a regular event even makes devil deals free, so you don't even have to watch the ad.
** Item crafting and upgrading buildings in Hell lets you pay diamonds to accelerate the process, with a free eight/four-hour boost every four hours.

!! Games that combines both mechanics:
* ''VideoGame/AliceInTheMirrorsOfAlbion'' is a HiddenObjectGame that uses timers to explore the various places around Albion.
** 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 fasters.
** Similarly, the patrolling duties requires 10 stamina points to make a move, while the player has a limit of 150 stamina points (which cannot be increase through leveling up, unlike the energy bar).
** Locations in the Mirror World, 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.
* ''VideoGame/TheBattleCats''
** Playing a level costs energy. In the non-Special levels, energy costs are lower the easier and earlier the level is. If you run out of energy, you can either pay to restore it all, claim a rank-up reward, or just wait a few hours to get more.
** Gamatoto is a cat you can send out an expeditions for rewards. You can choose to have him adventure for 1, 3, or 6 real-time hours, and he returns with more rewards depending on how long he was adventuring.
* 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.
* ''VideoGame/EmpiresAndPuzzles: Epic Match 3''
** There are three types of "Energy bars" to play various puzzle stages. The first bar is used to play the normal campaigns (story mode and quests), and costs 3-8 energy points per stage. The second one is used to battle against other players, and is limited to 5 tries per day. The third is is used to battle Titans (the player must be a part of a guild for this feature to unlock), and is limited to 3 per day. Automatically refilling this bar requires potions, which, of course, is purchasable using real money.
** Building and improving a stronghold, 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 tell you that you can only build one building at a time?

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