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The common model amongst these games is to allow Tibia Gold anyone to play for free by downloading the client online, effectively lowering the barrier to entry to nothing for Joe Gamer, but then requiring real money transactions, though small (think anywhere from a few pennies to a few dollars), to acquire appealing in-game items, skills, or anything that strikes the game developers' collective fancies.

This stuff works, you know: Along these lines, I watched an interesting and thought-provoking talk by I'm in like with your founder and lead developer, Charles Forman, at the Web 2.0 Expo in New York this past September (you can read my recap over here.)

Foreman spoke at length about a variety of aspects of bringing the gaming mindset - especially of the collaborative/multiplayer genre - over to the web (be it in the business world or in a web-based gaming environment) from the traditional thick-client game development industry.

He also discussed building applications to support and feed this mentality. He touched on micro transaction systems and their popularity in Korea and other parts of Asia, which I listened to with interest.

Huge micro transaction-based game publishers like Nexon and Net-Game are supremely popular in Asia, but haven't really picked up traction in North America thus far.