Wow, that is one huge thread derail . ... By the OP?
I have to apologize, I am in the progress of changing to night shift; Please forgive the ramblings of my sleep deprived mind. I thought of deleting it or at least cleaning it up but it makes sense...In a way that dreams do, for five seconds after you wake up.
I think what I was trying to say is that by rewarding the players for playing, with currency to spend at the shop, it would be less than ideal feeding grounds for whales.
Nice pic Nypyren, where is it from?
Were I to design my own, I would take the following approach:
I can disenfranchise my players by getting them to a point and then forcing them to pay or drive them off via boredom.
Since the players will be spending less time per individual in the game, more players need to pay overall at least once. Luckily they have pressure to pay, so indeed more of them will, once or twice.
We can safely assume the following:
Player 1: Pays twice, quits in a while.
Player 2: Pays once, quits early.
Player 3: Never pays, quits early.
Or I can just focus on making the game fun and keeping the players around for a while, which also increases the chances of them paying. Now we have this:
Player 1: Plays for a while, pays once, quits after a long time.
Player 2: Plays for a while, pays once, quits after a long time.
Player 3: Plays for a while, pays once, quits after a long time. Maybe pays once again before quitting.
Making the games engaging is the ideal and the goal of every developer I hope. The problem is that immersing the player into a game takes time, so the the way I will be attempting to make the game engaging by allowing the player to create some thing of there own, bit by bit.
I could give the player a lot of fun things to do, then with each thing completed the player progresses but this is more of a Grind or pay game.
If we look at candy crush we can see that it's still a wait or pay game, even if the maximum time to wait is only thirty minutes. It has short entertaining game play then suddenly stops, just long enough to stop players from playing. This creates a clear exit for the player.
Candy crush then charges your life every half hour, to five lives that is two and a half hours for full lives and any half hour after that you don't get any lives unless you used them.
Clash of clans gives you limited workers, once the game reaches the day cycles you could use the time players workers will take, to monitor players routine. Once a worker has been given a task and the player attacked and resources used, there session ends. If you don't log in your resource will be stolen or reach a point where it's maxed.
The thing both these games do and all other wait of pay games do, is give the player a fun game then kick them out suddenly and remind them that if thy don't return later thy will progress even slower.
I am willing to bet that there doesn't even need to be time, I could at random stop the player and then ask them to either turn the game off and on or pay, to make money.
The sudden kick seems to be the largest down side, it needs to be smooth out.