It makes sense in that the GM has mutually contradictory objectives. He wants his villain to survive. But his player's character has an Aspect that Compels him to ensure the villain does not.
You want this character to remain in the plot, so what can you give me to ensure that happens when I do not want this character to do so?
The two operations work on related, but different planes of game mechanics, which is why I feel that they are incompatible.
If the GM says "The villain offers to surrender," but does not initiate a Concession, then it is appropriate to also Compel a Character's Aspect to resist that surrender offer.
If the GM says "I'm going to Concede on behalf of the villain... let's say that he gets away, but drops an important clue to his operations - what does the table think?" then that is a Concession, and a Player isn't really in a position to bring up his Aspect and say "My Character would be motivated to accept no surrender - give me a Fate point and forget about this Concession nonsense."
And even if the Player *did* bring up his Aspect and say "My Character would be motivated to accept no surrender - this Concession won't work for me," then the GM can counter with "Alright, let's say you capture the villain, and find on his person an important clue, but he manages to slip his bonds later during such-and-such?" If the Player further counters with "Naw, my Character would try to kill him," then the GM can keep renegotiating until the outcome suits the table.
Concession is a way of managing narrative outcome.
Compels are a way of managing Character choice, and not, ultimately, Player choice.
Hold on, I've lost the thread of this conversation. Someone please explain the last two posts to me.
Basically, as Silverblaze points out:
Nothing to lose and many rules to EXPLOIT. Thats a great way to stack up the fate points with little harm to yourself. Oh noes! I quit the fight I have recovery and mythic speed, guess I'll get 1-3 fate points per fight.
The logic goes:
A Character that receives Consequences in a Conflict gets Fate Points for each Consequence should the Player successfully negotiate a Concession.
A Character with Recovery powers can take more Consequences more frequently.
A Character with Recovery powers and a plausible way to ensure that their Concession makes sense and is accepted (Mythic Speed) could, ostensibly, get into a lot of Conflicts, take many Consequences, Concede out of them, and start banking Fate Points, if a GM isn't there to call foul.