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This particular instance was:

* Charge for your game

* Build up a loyal fanbase

* Continue to provide actual new content for players, for free.

* Start selling hats

* Stop charging for the game (nearly four years later).

I wouldn't necessarily mark up TF2 as a freemium success as it only went to the model fairly late in it's life (after it had already more than made back it's budget, likely).



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