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I'm mentioning the game to friends right now- guys in their 40's or thereabouts. TSR generation gamers like myself. Only thing I'm worried about is it might be a tough sell with the pricing.
Obviously that's an unknown quantity right now but honestly that's my biggest concern trying to "sell" guys on trying the game out.
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(03-06-2013, 10:25 PM)Kalrex Wrote: I'm mentioning the game to friends right now- guys in their 40's or thereabouts. TSR generation gamers like myself. Only thing I'm worried about is it might be a tough sell with the pricing.
Obviously that's an unknown quantity right now but honestly that's my biggest concern trying to "sell" guys on trying the game out.
I believe that the pricing will be very reasonable and there will be many options depending on how many games of Alamaze/FoR you want to play.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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That's good  I'm not worried about me but hoping I can recruit at least a new player or two.
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An update as to where we are. First, a note - the playtest is going well. We've made many enhancements in presentation we think our players will like, and more work on that is still underway. We believe the first two "real" games will be ready to go sometime in March. We'd like to start two games simultaneously with 30 different players. After three turns to make sure we have no hiccups in those two games, we'll start additional games.
On turnaround, based on the poll and conversation, right now it looks like the first games will be with a max 4 day turnaround. Experienced Alamaze players are comfortable with a shorter turnaround, but newer players seem to like the additional time. So we'll start with the 4 day and consider other alternatives down the road, although I want to avoid too many alternatives here delaying the forming of new games.
We'll do a subscription plan for a number of reasons. We feel not paying by turn means players are less likely to drop. We believe with a start-up fee with new games joined, Valhalla focusing more on Honor, a more robust community and player aids, and credits for completing games, we can decrease drops significantly, and of course we'll have standby positions. We can offer better value with lower overhead with a subscription.
We have six different service levels in mind - meaning a different monthly price affording different numbers of games and game types. We'll have full details later, but most likely, we'll start with just one or two service levels. Right now, we have the Warrior Service Level in mind for our first 30 players as they begin their Alamaze Classic experience. Warrior Level Service will allow for two Alamaze and two Fall of Rome games at a time.
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Can I point out that this would actually give people an incentive to drop a game they were not doing well in to not 'waste' on of their slots on a game they were not going to win? How about if people just can't drop until the game is over? Or is that the plan?
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I can see your point. I think it will depend, however. I can easily imagine that someone would stick in one game as long as they aren't doing poorly in their other, just to exact revenge on their enemy and make sure they don't win.
I think that this is and should be conducted as a pilot program to see how it will really work, and then adjust as necessary.
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(03-08-2013, 08:44 PM)Lucky Tiger Wrote: I can see your point. I think it will depend, however. I can easily imagine that someone would stick in one game as long as they aren't doing poorly in their other, just to exact revenge on their enemy and make sure they don't win.
I think that this is and should be conducted as a pilot program to see how it will really work, and then adjust as necessary.
If you get a reputation for dropping, then people will be more likley to attack you early. I love attacking droppers.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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It's much easier than the ones who will fight to the end.
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Conceivably, Ala maze epic game can be truly entertaining, without the worrying about droping.
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I think every Alamaze game is entertaining. If you do poorly just chalk it up to a learning experience. It's difficult to get "ganged up" on in this game versus some others. Sure, it happens but the Geographic constraints are much more "real" in this wonderful game.
I look forward to trying all the old scenarios and new ones alike!
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