>Although some user brought up that his schedule works on a gambler's business model, maybe a weekly schedule would screw with that.
Yay! That was me!
>Willis's comics create a sense of intrigue that is honestly blocked every single time something interesting could happen.
>It's highly related to addiction/gambling models, for me at least. You take a gamble by checking the comic. It has a 10% chance of being worth your time, like spending a dime at a slot machine. Something will occasionally pique your interest, convincing you that the 10% chance is worth the time. And it's only a few seconds out of your day, so why not shoot for that 10% chance?
I think that's part of why he switches characters/plots so suddenly.
He baits us with a plot hook, and we have to hang onto the edge of our seats (exaggeration) to see what happens next.
Then he swaps characters, so you have to sit and wait to find out the result of the latest cliffhanger.
I say it works on a gambling model because it reminds me of Candy Crush and other such games.
The first few levels make you feel good. They're designed to be as easy as possible without you feeling like you're being pandered to.
Then, it gives you slightly more challenging levels. They're just easy enough that you can get them without much difficulty but hard enough that you feel good about doing harder puzzles.
Then they start trying to siphon your wallet by paying for more lives.
You do really well for, say, the first 20 levels, but then you hit Level 21 (an example number). Level 21 is HARD. The next thing you know, you've hit a wall.
You rocketed through the first 20 levels without needing extra lives. You had a great lunch break with this new game. But now you're stuck. And you just want to beat one more level. You might be more apt to spend money on hearts so you can finish up.
Then they give you a few more easy levels before you hit a wall again.
That's what Willis's writing feels like to me.