Please, let's get back to the point of this thread, which is a good one. My personal opinion is that a demo time-out period should be tailored on a game-by-game basis. What works well for a game at 30 minutes might be terrible for another. Same thing for an hour. BUT...this opinion is just based on suppositional data and doesn't jibe with the only decent test we did on our site for this. With our recent release, Mosaic, when we sent out the demo to our audience, we had random people download demo lengths of 20, 30, 40, 50, 60, 70, 80 and 90 minutes to try and see which had a greater conversion percentage. There were 10's of thousands of downloads rather quickly all spread out among the different time-out lengths. However, in our tests, the different time-out lengths didn't seem to affect the conversion rate. There were trends, but nothing conclusive. (Maybe if the game had been better, the data might have been better. ) The only thing we DID get out of it was a few complaints when the demo timed out after 20 minutes, for those that had randomly downloaded that one...but the conversion percentage was about the same as the others. Of course, I'm a big fan of limiting the game in ways other than just time, but that typically requires more work. This is usually hard to get people to commit to, especially when the results are so ambiguous.