The content-based vs. time-based incentive debate has been argued since long before the indiegamer.com boards. Timed incentives have always rubbed me the wrong way. I find them frusterating both as a customer who is concerned about maximizing my limited evaluation time, and as a developer who would like my demo (ie salesman) to stay and remain active on evey potential buyers computer for as long as possible. Here's a quote that seems to reflect the closest thing I have found to a concensus regarding the utility of content vs timed incentives: I've been working on a few projects in this "highly replayable" category recently, and have come up with some interesting ways of adding purchase incentives to them. I'm starting to think that good content-based incentives can work everywhere (except possibly for environments where a standard method of providing incentives across many types of games is needed). Here are some examples that are commonly sited as difficult to provide non-time-based purchase incentives for. Tetris: Some small percent of the blocks that make up each four block shape could be marked (with a big red X, R, or $, or something). These blocks would not disapear as normal when a line fills, but would instead just drops straight down. As these blocks accumulate they will ensure and probably speed up the games enevitable end. There could be a legend off to the side mentioning that registration gets rid of those blocks. Bejewelled: Similar idea to the tetris one above, where a certain jewel or icon can not be removed from the board as usual. This time instead of a legend that explains how to get rid of the block, the block could actually be a link to an order page. Minesweeper: Games like this that base their replayablity on the results of a random number generator, can be demoed with a finite number of pregenerated sequences of random numbers. In minesweeper this equates to a finite number of initial mine arrangements. In addition to comments on these examples, I'd like to use this thread to accumulate specific games and game types that people consider challenging to add non-time based incentives to.. and of course also incentive ideas. I'll start by soliciting ideas for adding incetives to: Checkers: ? Notice the way I'm dancing around not using the word "limit". This is because I find that word limiting when it comes to dreaming up new incentive bases for games. Nag screens are a common example of a more addative incentive. Unfortunately these usually come in two relatively undesirable flavors: 1) so subtle that people don't notice, or click right past them, and 2) so obnoxious, that people stop playing to get away from them. It seeme like there should be better game-specific ways to integrate these so-called "nag" incentives into a game. This idea of more addative-based incentives was also mentioned <here> . Clearly this needs to be done with care and respect for a games core mechanic or gameplay hook, pace, rythms, etc. Hopefully some lively debate in this thread and beyond will help us all understand this subject better.