Outwitters' low revenue - Marketing suggestions and ideas for OML
10-14-2012, 07:10 AM
(This post was last modified: 10-14-2012 07:12 AM by Ravernoth.)
Post: #28
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RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
(10-14-2012 04:49 AM)CombatEX Wrote: I advise against 30 min turn 'speed' games. If you want a speed game the turn limit has to be more on the order of 2 min. Why? It's easy enough to set aside something like an hour for a game which is pretty much guaranteed with a 2 min turn game (chess clock mode would be even better though, see below). 30 min turn games on the other hand can drag on for something like 5 hours even if you take your turn quickly every time. Let's say you average 1 turn per 2 min, but your opponent decides to take their turn once every 20 min. Then a 30 turn game would take over 5 hours. Not to mention games can even go up to things like 50-60 turns so even if you both take reasonable turns, once every 5 min, the game would still take a long time. Since this is a speed mode if you ever have to go away for more than 30 minutes throughout this 5 hour period... well too bad. You lose. Yes, sorry it wasn't clear - I meant that to be a time limit for the game, not for a turn. As in a chess clock. I've expanded on the point in the OP: 7) Add 'Speed Games' or 'Semi-Realtime' Games with a time limit Again, for players wanting an instant fix. There is a large audience of strategy gamers who just don't want to deal with waiting for a turn. Then once they're hooked they may well see the appeal of async turns when they're busy.
Thoughts? |
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