Too difficult to enjoy Subterfuge without scheduled orders?

Strategy, feedback, or anything SUBTERFUGE-related

  • Since launch, I've been playing with the Level 1 Security Clearance because I wanted to get an idea of what it would be like to pick up this game. I intend to pay for the full version in a couple weeks, since the devs deserve every cent, but I wanted to try the free experience first.
    I've played most of one game, and I have to tell you: it's not very fun.
    Now, there are other factors. A few people resigned, and the diplomacy hasn't been up to the beta standards, but the biggest thing by far is the lack of scheduled orders.
    Let me explain: One of my favorite parts of the game pre-launch was the deep tactical problems that the games presented to me. For instance, if someone attacked me with X number of drillers, and I had Y number of drillers, where Y<X, I'd spend the next Z hours coming up with an elaborate plan with precise timing to survive the attack, and thoroughly enjoy every minute of it.
    Now, however, I can't do that. I can only make one move that is timed precisely. Every other move is dependent on when I check the game. So the finely-tuned machine that I used to have is instead a junker.
    I get that the devs are trying to do something like this. After all, the premium experience has to be better than the free experience. I agree wholeheartedly with that.
    The problem, I think, is that the free experience isn't enjoyable enough to get people to keep playing. I, for instance, have invited several friends to try Subterfuge, and none of them have been hooked. And since $10 is a relatively large amount of money for an app, I don't think the average noob would spring for it if they didn't enjoy their first couple of games.
    Idk, it's not like I have the solution. I definitely do want the devs to be supported, if only because I want the game to keep being improved. I'm just highlighting an issue I think is pertinent to the game's growth. It may also be possible that my experience with L1 clearance is skewed by the fact that I used to have scheduled orders. I'd like to hear from the newbies if that's the case.

    Anyways, I also don't want to sound like I'm bashing the game. This game is easily one of the best games I've ever played, and $10 is a steal. If anyone out there tried the game, and ran into the same problems I was talking about before, it might be worth it to try the full game...

    Thoughts? I wouldn't be surprised if I'm wrong here, so please tell me if I am, haha.
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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  • I think you're right but it's about balance.

    People who invest the $10 are more likely to value the game and give it a longer try, that may actually build a stronger community, even if it's smaller.

    Also, the numbers it's putting up may be exactly as planned. Our community needs to be strong, but it need not be large. I'm thinking more along the lines of Eve Online vs Candy Crush. Eve has been an MMO with one of the lowest numbers of total players for pretty much it's entire lifespan, but the community is strong and profitable.

    The quality of Subterfuge is clear, and there is certainly room for refinements and more features and if it;s financially sustainable, growing over time and staying strong may be a result of the current model.

    This is all speculation however, and monetization in mobile games isn't exactly a science yet. Come to think of it, I almost hate to classify Subterfuge as a mobile game in the current context. It's an amazing social and strategy game that just happens to be played on mobile devices.

    Time will tell.
    FateCreatr
     
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  • Yeah, all that is true for sure. I especially agree that a small, solid player base could be more profitable than a large, loose player base. And I *definitely* don't want to see Subterfuge go the Candy Crush Route ("I have to wait for more lives?" "Another ad?").
    At the same time, though, I feel like the devs don't have enough revenue streams to profit from a small community. If they were to go that route, they'd have to find another way to make money off of us. And I know I don't have enough money to keep tossing into this game, no matter how much I love it.
    What I'm trying to say is, the model they have now only profits when someone makes the leap from free to premium. And if that's the case, they need to make the leap clearly worthwhile (hence the limit on the orders), but they also need to give the free player an enjoyable experience.

    Again, I could be wrong. And I know the devs did their research, based on the devlog. I'm just making some observations from the outside.
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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  • i really feel like there should be some way for a new player to have l2 clearance for their first game just so they can get a feel for the full unhindered experience, i know i may have not stuck around if i wasnt able to. buuuuuuuut then the issue is whats to stop a player from just creating a new account each time they play?
    pmoney
     
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  • If it means that the game is long term profitable and the Devs go on improving and fixing the game, I'd be more than happy to pay a subscription of a few quid a month (£3/$5).

    New players ought to get one game at Lvl2 clearance, but it's hardly restricting for newbies at lvl1 currently. Playing too many games at once as a new player is a sure way to get burned out/fed up. One new player I know is playing seven games at once :o

    Anyway, I've bought my lvl2 and will go on supporting the game in whatever payment model is settled on.
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    madiranofo
     
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  • Hey guys,
    Launch player here, a few days into my first game and I'll give you my thoughts on how I think the model is.

    I don't feel that I've been limited significantally and I'm seriously enjoying the game, and in regards to what roadkhiel said about his friends not enjoying it, I think can be explained by Subterfuge being a very niche game. Long term games often aren't very good at keeping players for extended periods of time, especially the mobile audience, at least in my experience. Games like flappy bird and stuff like that are successful because they grab a large audience and keep them occupied and active for longer than this game might to a casual mobile gamer.

    Anyway back to the model. I feel like they have managed it well in this game. I really want to buy L2 but I'm going to finish my current game before making any decisions. I feel like I haven't had to be checking in on my game excessively much and I don't think the unlimited future planning would change that a lot. I think the scales are big enough so that an hour of idling in port when preparing for an attack is inconsequential in low level games. But I do want to play another game while my current one is going. I think it'd be very hard to manage two games without future planning so if they removed that restriction the whole dynamic might break. Having said all of this they've advertised the L2 access super well and I am barely resisiting the temptation to not buy it. Although $15 seems like a lot, triple a apps cost less than that and I think a lower price would attract a bigger premium player base. Then again I'm not an accountant so who knows what they want to do there.

    TL:DR, as a noob I think they've got the balance perfect. I really wanna buy the premium but I don't feel like there's a huge pay wall in low level games.
    boalie
     
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  • Just to give you my thoughts as another noob...

    I can definitely see that the game would be less fun without scheduled orders. However, I wonder how many people will really follow the path of playing a free game and then upgrading?

    Speaking for myself, I went straight for the L2 clearance. When I heard about the game I was fascinated and the much bigger barrier to entry was the time/energy commitment than the $9.99 price tag. There has been a similar response from people that I've told about the game. The reason I went straight for the L2 clearance was that if I'm going to spend a week playing and thinking about a game then I don't want it to be ruined by having multiple people drop out, which I imagine is quite a risk in free games.

    I expect that a bigger problem in free games will be this lack of balance (due to dropouts) rather than the lack of scheduled orders. Maybe a more successful introductory model would be some form of accelerated/shortened version of the game where people can decide if this is their thing without the commitment? Although, to be honest, I think the puzzles do a pretty good job of letting you know what you're in for before you buy.

    Mike
    goatfeeder
     
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  • I'm a launch player and I bought L2 a few hours in to my first game because I figured "Why not?" But honestly, I think the 4-move limit was very lenient and I planned more than 24 hours ahead before I ran out. I know it can get more hectic as you gain outposts and specialists, but for the most part I think it's a good balance between strategy (in the free version) and convenience (in the L2 license).
    souporjuice
     
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  • madiranofo wrote:If it means that the game is long term profitable and the Devs go on improving and fixing the game, I'd be more than happy to pay a subscription of a few quid a month (£3/$5).


    I second that fully.
    ludora seria est
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    monorator
     
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  • So basically what I'm hearing is that I was right, haha. My opinions were skewed by my beta experience.
    Great to hear that this model works!
    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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