08-10-2017, 08:23 PM
(08-10-2017, 03:37 PM)Davin Wrote:(08-10-2017, 10:43 AM)Angerak Wrote: I am curious though, why you feel that a subscription reduces the incentive to not drop out of games that are not going well.
In my mind there are a couple of reasons... First, the ongoing cost seems to be generally lower for a subscription than for a turn-based fee. And second, a subscription (at least in my book) allows you to start another game while you fight to the bitter end (with sometimes potentially meaningful results) in the game that you're not expecting to win and continue to get some gratification (if not revenge) out of it. The latter allows you to play the new game for the usual cost and therefore going down with style in the previous game is essentially free.
Under my current proposed model, you'd only pay a one-time-fee to play the game ($5-$15) with no turn costs. You can play as many games as you like, paying the one-time-fee for each game.
This means I don't need to pay any monthly fee. For the fee of $5-$15 I can play until the game comes to an end. Missing turns don't cost you (other than poor performance in the game). To me, no additional/monthly cost means a much better chance of keeping a player in the game until the end. Not to mention, in the Veil of Entropy module, you want to stick around until the end to get to fight with/against Gods. Even with a crappy position, you'd still get to unleash hell, fire and brimstone on the enemies that have been kicking you around all game long.