Future Updates/Monetization ideas

Strategy, feedback, or anything SUBTERFUGE-related

  • topkilla wrote:There are already too many game options to play the game as it is now. I can't find a Ranked, not-anyomous, 8 player, 200 Np game.

    That's because there are too many people waiting for one and none who actually would create one. When I create a standard game it usually fills up within a few hours.
    What's more, appealingto the masses will bring more people to play, and since (hopefully) L1's will be able to play 1 slow and and 1 fast game at the same time, it will encourage those who didn't like slow games to still try out the slow games because it won't affect them. Therefore (and as I have mentioned previously), although there may be a lesser relative number of people playing standard games, there will still be a larger absolute number of people playing standard games. Its what you get when you receive investment from someone else. You earn less % of the money, but you will still earn more money than if you didn't have any investors. (if you don't understand that then search it up).
    Actually seeing this feature as an investment is probably a good way of looking at it....
    Kings aren't OP

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    tw2000
     
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  • My $0.02 is that fast games are a terrible idea

    It takes away a lot of strategy where you see how an opponent moves and then you make a response to beat them to a target, or intercept their movement with a pirate, etc.

    Fast games basically break the game
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  • I would not enjoy fast games, and probably wouldnt play them much.

    Yet I agree with tw2000 99%. Because fast games will get people who would not have paid for ANY of the standard speed modes, to pay for L2. Because for players who want action in their games and to last an hour or so then be done with it, Subterfuge is not fun. Maybe they respect what it is, but it "isnt for them."

    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.

    Not sure who said Star Craft is 2 player, but that isnt correct. Ive played FFA Star Craft, and it is insanely fun, especially with friends (and I'm able to say this as possibly the worst SC player ever). Is there diplomacy? Little to none. That does not hurt the experience at all. It just makes it a different kind of game, where you instinctively react to the ebb and flow of other people's movement based on what you can see. Its fun, exciting, and only takes 40mins-1hr. Exactly how subterfuge could in fast mode.

    HOWEVER, the reason I left that 1% is because I have a real world economic concern. A fast game mode would have seen a ton of play if it were available at launch or first update (and we might have a much larger player base as a result). However, because the first big boom of players who come to try out the game at release has passed, and (without being an expert on this subject) our playerbase type at this point very well might just be what it will always be. It could be very difficult to release something that hopes to draw a new crowd (or reclaim those who tried and gave up on the game).

    That being said, there is a massive RTS crowd in the PC market, many of whom would probably love a mobile RTS of subterfuge's quality. Multiplayer RTS is vitually non-existent on mobile, so supply vs. demand would suggest this has huge potential for cash. Its just a matter of whether they can be reached and built into a playerbase this late into the release cycle.
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    kevlargolem
     
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  • kevlargolem wrote:HOWEVER, the reason I left that 1% is because I have a real world economic concern. A fast game mode would have seen a ton of play if it were available at launch or first update (and we might have a much larger player base as a result). However, because the first big boom of players who come to try out the game at release has passed, and (without being an expert on this subject) our playerbase type at this point very well might just be what it will always be. It could be very difficult to release something that hopes to draw a new crowd (or reclaim those who tried and gave up on the game).

    Actually, in the iOS app store, there's a section in 'featured' for 'best new updates' or something. If the update is big enough it could well be featured on there.
    Kings aren't OP

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    tw2000
     
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  • From what I understand, getting featured on the iOS app store is more a game of chance than any kind of real merit based feat. (in terms of quality. if you have the cash cow pay-to-win game of the moment, you will get featured automatically).
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    kevlargolem
     
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  • kevlargolem wrote:From what I understand, getting featured on the iOS app store is more a game of chance than any kind of real merit based feat. (in terms of quality. if you have the cash cow pay-to-win game of the moment, you will get featured automatically).

    Oh really? where did you learn this?
    Kings aren't OP

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    tw2000
     
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  • Think I read it on some kind of game design blog where a dev was talking about the massive swing iOS games have, where they tend to either make zero dollars, or they make 500,000,000,000 dollars.

    Or I just totally made it up.

    One of those two, I dont remember.
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  • 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.
    Supreme Leader; TopKilla
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  • Grow up.
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    kevlargolem
     
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Sat Dec 19, 2015 11:48 am

  • kevlargolem wrote:Grow up.

    I was bold, but polite with the truth. No need to take offense.


    I don't know what it is you guys are talking about, but I've clearly explained logical reasons behind my thoughts which directly relate to Subterfuge.

    You guys keep talking about crazy hypotheticals as reasoning to why you drastically want to change the core game mechanics for a nonexistent subset of players. - Even though the concept of 'quick games' has already been thought of and planned @100xSpeed. (I've also explained why that's probably the speed setting for 'quick games' as it still keeps the core game mechanics in place)


    The idea of this thread is to brainstorm monetization ideas. So we as a community can try and increase the amount of development time/new features the game gets. If you'd like to continue discuss fast games, please make a new thread. <3
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