Another major feature gamesas has overlooked is the potential that a large user base can have on the company, if Project V13 was free to play and attracted a huge user base and gamesas had a substantial amount of advertising within the game gamesas could remake any loses they would have by not having subscriptions fairly quick and the main gain would be any non-Fallout players or Fallout 3 only players could become interested in gamesas. This can be easily demonstrated by the 1990s "Dot-com bubble". During this period Amazon.com employed a "get big fast" tactic, attracted a large user base and ignoring profit margins. This tactic has one thing that gamesas might need to consider, a lot of users not paying much or just looking at ads makes more money than half that many subscribers.
If none of this is convincing some basic maths might show otherwise. If gamesas would have 10,000 active users with subscriptions and 15,000 with free to play, the subscriptions were $50 per year (I used the most expensive subscription that I would consider paying) and advertising was charged like so: 5c per user viewing for a full screen ad, 5c per user entering the line of sight of a billboard ad, 5c per ten user viewings of non-full screen ads and 5c per ten small in-game ads in users line of sight (I tried to keep the prices as low as I could imagine a large company paying for ads but I don't run a large company so I don't know much about running a large company so you may consider finding more realistic figures). This shows that the first option would make $500,000 per year not including cost or any tax. The advertising option would make up to $547,500 per year not including cost or any tax if on average each user viewed one full screen ad or billboard and ten non-full screen or small in-game ads per day. Anybody can see the obvious gain, I just hope gamesas can. Plus there will be an increased amount of people that know of gamesas so it also acts as advertising.