Future Updates/Monetization ideas

Strategy, feedback, or anything SUBTERFUGE-related

  • topkilla wrote:P.S. I would expect x100 Speed to be goldilocks of 'quick' game speed. Slow, but also not too fast. @x100 speed, a sub can reach an outpost in 6 minutes that would normally take 10 hours. @400x speed, that sub would take 1.5 minutes to arrive.


    I was re-reading your guy's War and Peace length argument, I finally saw this. I thought you were arguing against the idea of any kind of fast mode, but this suggests otherwise.

    Based only on this quote above (lots of your other arguments I disagree with), I might actually be in agreement with you topkilla. There should only be one "fast mode" speed. Im not going to get into the precise number of whether x100 or x400 would be better, because the number is going to need to be refined and tested by the devs to perfection and probably wouldnt be an exact rounded off number. The idea should be to get the games as short as possible (2-3 hours at most), while theres also enough time to have proper control of your troops without getting frustrated by the tools.

    The reason there shouldnt be a player-controlled sliding scale so they can pick their own times, has less to do with segmenting the playerbase, and more to do with people's sleeping patterns and the time tables in which they like to play games.
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    kevlargolem
     
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  • kevlargolem wrote:I was re-reading your guy's War and Peace length argument, I finally saw this. I thought you were arguing against the idea of any kind of fast mode, but this suggests otherwise.

    Based only on this quote above (lots of your other arguments I disagree with), I might actually be in agreement with you topkilla. There should only be one "fast mode" speed. Im not going to get into the precise number of whether x100 or x400 would be better, because the number is going to need to be refined and tested by the devs to perfection and probably wouldnt be an exact rounded off number. The idea should be to get the games as short as possible (2-3 hours at most), while theres also enough time to have proper control of your troops without getting frustrated by the tools.

    The reason there shouldnt be a player-controlled sliding scale so they can pick their own times, has less to do with segmenting the playerbase, and more to do with people's sleeping patterns and the time tables in which they like to play games.


    <3

    I was never arguing against it, just with how popular tw### thinks it will be and how fast he wants it. - Also, you should reread more of my arguments. Because I think you'd agree with them then too. ;)

    Anyway, I went and found the quote where I expanded on my reasoning why 100xSpeed is the goldilocks speed:

    topkilla wrote:
    tw2000 wrote:
    TopKilla wrote:P.S. I would expect x100 Speed to be goldilocks of 'quick' game speed. Slow, but also not too fast. @x100 speed, a sub can reach an outpost in 6 minutes that would normally take 10 hours. @400x speed, that sub would take 1.5 minutes to arrive.


    I really cannot imagine playing a game of Subterfuge that literally takes up your entire afternoon. (a typical 12-day game would last almost 3 hours). Instead making the 1.5 minute interval between 10 hour outposts is much better, I can imagine the time used in waiting for the 1.5 minutes to finish being used for diplomacy (especially with a desktop version of Subterfuge). Also, most sub trips are about 15-20 hours long, which would be closer to 2-3 minutes. A game would last 40 minutes at this rate, that is still rather long for a 'quick' game of subterfuge, but with its diplomacy you can't really do much about it, so, 40 minutes seems suitable.


    People who play board games are totally willing to spend 2.88 Hours (Converted from game time to 100x speed and calculated with 12 days as the average game length) playing one game.

    However, if you were to consider the new dynamic of a 100x game, I would expect the average game to take make 1.75 hours. Especially if all the players where in the same room. Everyone will be fully engaged in the game. Meaning diplomatic deals would take place much sooner and there would be much less idle time.

    But diplomacy and planning takes time. And thats why a sub that takes 1.5 minute sub (in relation to the standard 10 hours) is completely unreasonable compared to the 6 minute sub. You simply have slightly more time to respond. Maybe a minute or two. Compared to the 10ish seconds you would @400x.

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  • Just wanted to chime in to say that adding in the ability to either choose your color at game start (probably with a little pack of new color choices along with it) or use different "skins" for the outposts+subs (I remember one person mentioning steampunk, I personally think a sea animal theme with octopus "subs" and adding little coral reef branches coming out of the factory and electric eels next to the generators would be cool too) would be a great way to monetize it that wouldn't have any possible detrimental effects on the game itself.
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  • gammrar, you may be the first person to suggest a theme pack other than steampunk, and I commend you for that. *claps* I agree that skins should be implemented. I don't think they'd be a lot of work, and while they may be only a one time purchase, I can see more people paying for them than the new medals, which means more money. If they had 3 packs, you could probably sell each one for 3 bucks, or all of them 7.
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  • kevlargolem wrote:The reason there shouldnt be a player-controlled sliding scale so they can pick their own times, has less to do with segmenting the playerbase, and more to do with people's sleeping patterns and the time tables in which they like to play games.

    Actually I wouldn't mind if this featured was only implemented in unrated games. I was going to suggest that in rated games there are set timescales which you can play to make leaderboards easier to manage. However I think in unrated there should be the option to make it however fast/slow you want to suit your needs. However I still do think that x100 and x400 have very different environments, and as such I think both should still be implemented as different timescales when choosing unrated games to play. (the key is variety remember?)

    ---------------------------------------------

    Also, I want you to think about this:
    Suppose it is 1874. Imagine that you have been playing standard chess for your whole life. Chess clocks have just been invented, and their use was only in official tournaments to make games quicker (and not 14 hours long). Living in a wealthy part of your country, there are a few thousand who play chess competitively, much more than many other areas. You are one of the top players in your country, and you have just been to your first chess tournament in which chess clocks were used. You weren't used to the time limit, so your results aren't as good as they usually are.
    A few years later what you think of as a devil's addition to chess is conjured. Fast chess. You think that it will completely destroy the atmosphere of slow chess, and that people will no longer think of 'chess' as an intellectual game as much, because 'fast chess' will become so popular and won't reflect the deep thinking needed in standard chess well.
    At the time, it was completely controversial. Many people liked it, many people disliked it. But at the end of the day, the people who liked playing standard chess weren't affected, and many more students (and adults) became interested in chess, looking at it as a fun board game, instead of something only the rich can afford to play.

    The point I am trying to make is that, radical changes will always be met by some as positive and some as negative, but all new and brilliant ideas spring from a moment of pure genius. In my example: "What if we used chess clocks to play a really fast game of chess?". For many years no-one dared to create something so different, something that would completely change the atmosphere of chess. But once it was done, chess became infinitely more accepted and played across the world. The Devs are in a somewhat concerning situation right now, and we need something radical to solve it. Some situations aren't just fixed by a series of small changes, but rather a major revolution (and history can teach us well regarding this subject).

    Imagine if Subterfuge already contained adjustable/'more variety of pre-set timescales' on launch. Would such an idea seem absurd or revolutionary anymore? Of course not! Humans tend to become confined to their little boxes of beliefs, things they are used to. Some people don't like change, because humans are engineered for order. It is for this reason that many people oppose the idea of fast time scales. The best way to get around this is to look at things from different people's perspective: If Subterfuge started out with 40 minute games, how do you think the community then would feel about week-long games?

    It will add something that can be used to completely change the game, sure. But what does that have to do with how you play the game? YOU can still play it however you want. (As I have already extensively argued)

    I have even asked all my friends whom I introduced Subterfuge to, and they all said that they would not play a 3 hour version, and would instead want a 40 minute version. Some even told me that they would however play a 40-30 minute game without me asking them! Most of them said that spending 3 hours on a 'board game' (even if digital) is still too long. All 3 also agreed with me that 90% of quick games would be played with complete strangers..... I don't know which games you have been playing in which 90% of all quick games are played with people in the same room....
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  • topkilla wrote:
    kevlargolem wrote:Fast mode would mean Subterfuge is now a game "for them," while taking nothing from those who prefer slow games (as tw2000 has exhaustively explained).

    Would diplomacy become barebones, nearly non-existent? ABSOLUTELY. Is that a problem? I dont think so.


    ^^I don't think you and t2w000 understand the idea behind game design. Or how to critically think about a theoretical concept. Or how to understand those ideas when they are explained to you.

    Lets get back to brainstorming ideas on how the Devs can monetize the game.

    topkilla. i think you need to change the title of this forum thread to discus fast game instead and make new title forum about moneyzation.
    and make resume about all the good idea before so it can be simple to read and can impleted future feature at new thread.
    fresh tread seems fresh idea too.
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    crisismana
     
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