Dynamite Shikoku
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suddenly everyone turns their data off when playing mobile games, just like suddenly everyone started to hate bezels...
Yes, it's a conspiracy to hate on Nintendo
suddenly everyone turns their data off when playing mobile games, just like suddenly everyone started to hate bezels...
Yeah I don't see why they can't do a check every few days instead. If companies can do it for movies why not games?lets say they get proper held over the fire for this, is it plausible that theyve developed in a kill switch for it and can update the app to modify or suspend the online check? make it periodic and not constant?
You may not agree, doesn't mean that you're correct.
And we already went over that. Many F2P games are expected to be online, due to being competitive or whatnot. Many F2P games, especially most auto-runners, are also perfectly playable offline, and paid games, especially a $10 paid game, are not expected to be forced online. It's not common at all
It's a game specifically designed to play with one hand, and I'm not going to be able to use it when commuting to work on the London Underground holding on a handrail. Huge chunks of the network have zero data/signal, mainly the bits when, funnily enough, underground in the busiest areas across most of central London. Is that really hyperbolic that I might choose to ignore online-only mobile games when I can't boot them up during my main gaming time for mobile games?im not defending anything, it is stupid that it cant be played offline, but people acting like they dont have their data on 99% of the time and that this will make skip the game seems hyperbolic to me
Obviously it's a case by case basis, I play two mobile games; Pokemon shuffle and FF brave Exvius. Both always require me to be online to play them. So in my experience, the mobile games I play are always online. So I have accepted that. Your case is different than mine. If you don't like always online than don't get the game. If you want to play a Mario game there is literally hundreds, On many systems and older games are easily emulated on a phone. If you don't like it then dont get it. Bitching on here won't get you anywhereSnip
Actually, new paid games come out every week, and most don't have IAP. The notion that it's rare for them to not have IAP or that they're mostly older apps is just inaccurate. I could probably list almost 150-200 from this year alone, and about the same for last yearYeah yeah, we can go back and forth with the "think whatever you want, doesn't mean you're right", but that's just talking in circles.
Paid mobile games are an outlier to begin with. Most of them are older apps, ports of console games (a lot of which never had online features to begin with), or the rare ones that don't have any microtransactions. But if your comparison relies on you throwing out 95% of the games that are coming out alongside SMR, I don't think it's a good comparison.
It's so that you'd have to buy a Switch to play on an airplane.
lets say they get proper held over the fire for this, is it plausible that theyve developed in a kill switch for it and can update the app to modify or suspend the online check? make it periodic and not constant?
We had thought at one point that it would be nice to have the World Tour [story] mode available standalone, to be able to play without that connection. But then the challenge is when that's operating in a standalone mode, it actually complicates the connection back to the Toad Rally and Kingdom modes. And because those two modes are relying on the network save, we had to integrate the World Tour mode as well.
Just to be clear: When you say "security," you mean the risk of piracy, right?
That's correct.
Unlike our dedicated game devices, the game is not releasing in a limited number of countries. We're launching in 150 countries and each of those countries has different network environments and things like that. So it was important for us to be able to have it secure for all users.
Shuffle and Exvius are both games that make some amount of sense for there to be an online connection. They're based on F2P models that incorporate things like timers and random prize boxes. No one is shocked that gacha games have online requirements, that's become something of a standard for that type of game.Obviously it's a case by case basis, I play two mobile games; Pokemon shuffle and FF brave Exvius. Both always require me to be online to play them. So in my experience, the mobile games I play are always online. So I have accepted that. Your case is different than mine. If you don't like always online than don't get the game. If you want to play a Mario game there is literally hundreds, On many systems and older games are easily emulated on a phone. If you don't like it then dont get it. Bitching on here won't get you anywhere
Yeah yeah, we can go back and forth with the "think whatever you want, doesn't mean you're right", but that's just talking in circles.
Paid mobile games are an outlier to begin with. Most of them are older apps, ports of console games (a lot of which never had online features to begin with), or the rare ones that don't have any microtransactions. But if your comparison relies on you throwing out 95% of the games that are coming out alongside SMR, I don't think it's a good comparison.
And again: there are popular paid apps that require persistent online, yet this is the first time a peep has been heard about it.
Actually, new paid games come out every week, and most don't have IAP. The notion that it's rare for them to not have IAP or that they're mostly older apps is just inaccurate. I could probably list almost 150-200 from this year alone, and about the same for last year
Apparently Mario just jumps over them.
Yeah, mario just vaults over them automatically.
Yes, I know that "new paid games come out every week". 150-200 from this year alone is a number that's dwarfed by the number of F2P ones from this year, by probably a factor of a hundred.
Still talking in circles here, because again, my point was that this isn't the first time we've seen this, only the first time people have thrown this magnitude of tantrum over it.
I'm not sure why you keep playing this comment off as though it's some kind of trump card to the conversation.Yes, I know that "new paid games come out every week". 150-200 from this year alone is a number that's dwarfed by the number of F2P ones from this year, by probably a factor of a hundred.
Still talking in circles here, because again, my point was that this isn't the first time we've seen this, only the first time people have thrown this magnitude of tantrum over it.
And that too.This is genuinely and truly not the norm for paid mobile game. Certainly not $10 paid mobile games. That is the reason you haven't seen people talk about it before. It actually is very uncommon
So we expect the severs to go down day one then? Not a great impression for new customers if that's who this is supposed to appeal to
You don't see a difference in the way that online functionality was built into Pokemon GO and what Super Mario Run appears to be?The bottom line here is that this is an anti consumer measure but it has merits. It allows Nintendo to control the game post release, at the hindrance of people who may want this but won't be able to play It due to poor or no data/internet service. But guess what, the last big mobile game; Pokemon GO, was always online. That didn't stop 500 million people from playing and a lot of them at the same time. SMR always being online will effect the minority not the majority of the people who would buy a mobile game to begin with.
SMR has a timer on every stage and who's to say that there won't be things like competitions in the future. So if your going to point at those things justifying always online than its possible SMR will have the same functions.Shuffle and Exvius are both games that make some amount of sense for there to be an online connection. They're based on F2P models that incorporate things like timers and random prize boxes. No one is shocked that gacha games have online requirements, that's become something of a standard for that type of game.
There is nothing sensible about SMR requiring an online connection, it's a bunk and ridiculous comparison.
I'm not sure why you're playing this as though it's some kind of trump card to the conversation.
No shit this is the first time that the conversation has reached this kind of magnitude. Most mobile games don't have 20 million people asking to be notified when the game is available. This isn't your every day garbage getting uploaded to the back of the App Store queue.
what Super Mario Run appears to be?
...what?SMR has a timer on every stage and who's to say that there won't be things like competitions in the future. So if your going to point at those things justifying always online than its possible SMR will have the same functions.
Eff that noise. I don't give a shit what they want to do. Plenty of companies have "wanted" to implant shitty things in their game, and it's our right to complain about it.Also it's what they want to do. This kind of complaining does nothing. Forget about it and move on.
Why did they need this? How much data will it be sending? My plan is a very quaint one. I already cut my Spotify time to zero when not in wifi or I run out of data days before the end of the month!
SMR has a timer on every stage and who's to say that there won't be things like competitions in the future. So if your going to point at those things justifying always online than its possible SMR will have the same functions.
Also it's what they want to do. This kind of complaining does nothing. Forget about it and move on.
...what?
It's a $10 game, why would there be F2P recharge timers in a $10 game?
I can't see people on tube trains and aircraft wanting to emulate the social interaction that is a big part of Pokemon go. Not all mobile games are used in the same way.The bottom line here is that this is an anti consumer measure but it has merits. It allows Nintendo to control the game post release, at the hindrance of people who may want this but won't be able to play It due to poor or no data/internet service. But guess what, the last big mobile game; Pokemon GO, was always online. That didn't stop 500 million people from playing and a lot of them at the same time. SMR always being online will effect the minority not the majority of the people who would buy a mobile game to begin with.
Actually the comparison would be to it being worldwide, lots of people installed the APK file for GO before it was released in their country. By having it online they can control it. Releasing on mobile is releasing it into an open field full of legit players, but also people emulating on their computers and on jail broken devices. Nintendo doesn't want this to happen or atleast want to contain it.You don't see a difference in the way that online functionality was built into Pokemon GO and what Super Mario Run appears to be?
I mean really? There's no merit to that.
huh. That sounds weird.
its a specific mechanic for that enemy type which allows for new lines through a stage. people need to stop jumping to conclusions about not being able to take hits or lose at a stagethe fact that Mario automatically hops over Goombas is the real offender here
Actually the comparison would be to it being worldwide, lots of people installed the APK file for GO before it was released in their country. By having it online they can control it. Releasing on mobile is releasing it into an open field full of legit players, but also people emulating on their computers and on jail broken devices. Nintendo doesn't want this to happen or atleast want to contain it.
You don't like it, tough. As you say yourself this is an outlier and not many games are doing this. So it shouldn't be as big of a deal as your arguing it is.
Because a $10 game will require onlineStill talking in circles here, because again, my point was that this isn't the first time we've seen this, only the first time people have thrown this magnitude of tantrum over it.
No one said this, people pointed out that F2P games have different expectations. Namely that many F2P games are built around timers, gacha mechanics or other features that understandably utilize online mechanics.First you guys excluded F2P games because "people expect free games to suck" (which is nonsense);
It seems like you're being willfully obtuse. My point with the "every day garbage" comment is that thousands of applications are uploaded to the App Store every week, many of those apps being every days' quota of shovelware crap for that 24 hour period. No one has expectations for that stuff, they're no name pieces of software that have no interest attached to them.now you're excluding other paid games because they're "every day garbage". You're putting SMR (and Nintendo) on a pedestal of expectations, which is the point I'm making.
Actually the comparison would be to it being worldwide, lots of people installed the APK file for GO before it was released in their country. By having it online they can control it. Releasing on mobile is releasing it into an open field full of legit players, but also people emulating on their computers and on jail broken devices. Nintendo doesn't want this to happen or atleast want to contain it.
You don't like it, tough. As you say yourself this is an outlier and not many games are doing this. So it shouldn't be as big of a deal as your arguing it is.
Thanks Adam.You don't like it, tough. As you say yourself this is an outlier and not many games are doing this. So it shouldn't be as big of a deal as your arguing it is.
What percentage of time are you in an area without data. Unless you spend your entire life on a plane (which often have wifi now) or train you are probably going to be fine
What percentage of time are you in an area without data. Unless you spend your entire life on a plane (which often have wifi now) or train you are probably going to be fine