Another commonly seen mechanic is the use of two in-game currencies: one earned through normal gameplay, and another which can be purchased with real-world money.
The free-to-play model originated in the late 1990s and early 2000s, coming from a series of highly successful targeted towards children and casual gamers, including , , , , and text-based dungeons such as.
of BioWare believes there is a good possibility that free-to-play would become the dominant pricing plan for games, but that it was very unlikely that it would ever completely replace subscription-based games.
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