It appears Super Mario Run will require an internet connection at all times

On physical media, digital media, on any platform, nothing is permanent and eventually you'll be dead anyway so every game you buy has an expiration date as far as your use of it is concerned.

We've reached peak hyperbole.

I really don't understand the defense force here. This is a $10 single-player game on a mobile device. That is rare. For that price, the consumer should be in charge, meaning, no restrictions on play, no threat of the game remotely killed.

The more you enable this idea that you're paying money to rent a mobile game, the more Nintendo will be encouraged to continue the same practice with every other title. If Nintendo is successful in this, other devs will be encouraged to go always online as well.
 
Little Mons†er;226314439 said:
Nintendo about to make a hell of a load of money and the haters are seething as usual! Sad! SlayTendo stay slaying whilst your faves try to cash in on the mobile market and flop! Oppps TEA!

5RZjVKf.gif

I'm lost, What's the context for this post? What meme is it referencing?
 

Lothars

Member
We've reached peak hyperbole.

I really don't understand the defense force here. This is a $10 single-player game on a mobile device. That is rare. For that price, the consumer should be in charge, meaning, no restrictions on play, no threat of the game remotely killed.

The more you enable this idea that you're paying money to rent a mobile game, the more Nintendo will be encouraged to continue the same practice with every other title. If Nintendo is successful in this, other devs will be encouraged to go always online as well.
Exactly which is unacceptable from any dev especially at this pricepoint.
 

cyberheater

PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 Xbone PS4 PS4
Not really. It sucks if you wanna play in the subway, but in the end, you kinda expect an iPhone to have internet connection

Not for playing single player games you don't. Nintendo apologists are the worst.

If it's really always on then Nintendo can get to fuck.
 

Ninja Dom

Member
I'm afraid of a different possibility-- that the full version won't be playable on multiple devices without buying it multiple times.

This is true of games that are free to download and then you pay to unlock. At least in my experience other devices you want to play it on with your same itunes account don't get the unlocked version.

They are saying however that you can play with the same save across devices, so I'm hoping this isn't true after all. But if I have to pay $10 twice to be able to have two devices playing the game at the same time, that's going to be really annoying. And wouldn't surprise me coming from Nintendo, as that's exactly how the horrible account system makes things on 3DS and Wii U.

Nah!!

Like Miitomo, it can be played on multiple devices using a My Nintendo account.
 

Kreed

Member
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.

I get the logic here but there are a couple of ways they could have gotten around this.

1) Prevent World Tour from saving/adding any additional progress until it connects to the server again, only allowing the user to play levels they've already cleared when they previously connected to the internet.

2) Have a completely separate set of levels for offline play that can be played without impacting the rest of the game/lock the other modes of the game when it's offline.
 
Up to 75mb per hour.

Hahahahahahahhahahahahahahahahhahahahahahaha

The way they phrased it, it sounds like there will be an initial heavy download (perhaps some of the game level content is not part of the app download?), and less going forwards. But considering how often Miitomo forces me to download new stuff as soon as I open the app, it doesn't necessarily surprise me. I believe they're using the same DeNa-powered backend as on Miitomo?
 

Ninja Dom

Member
The way they phrased it, it sounds like there will be an initial heavy download (perhaps some of the game level content is not part of the app download?), and less going forwards. But considering how often Miitomo forces me to download new stuff as soon as I open the app, it doesn't necessarily surprise me. I believe they're using the same DeNa-powered backend as on Miitomo?

I've done 1.2GB in mobile data on Miitomo since launch at the end of March. Again, playing every day. And Miitomo brings new content almost daily.
 

bosseye

Member
Up to 75mb per hour.

Hahahahahahahhahahahahahahahahhahahahahahaha

Ha, no way. I've got 11gb data allowance, but even I would think twice about that.

I'm up and down to Manchester (from Bristol) regularly on the train, so a big mainline route across the country and it's depressing how unreliable the phone network is, it's absolutely full of holes; full 4g for a while then drops to nothing or non reactive 3g for often a surprisingly long time. I'm often working on the train and tethering my internet connection through my phone so I know just how flakey it can be.

So anything that relies upon a 100% connection is not going to work. And for me, the only time I would use a mobile game is on train journeys or similar, so....Yeah
 

Pit

Member
The actual quote is "75mb per hour or less on wireless"

Is there a chance that cellular will also use less?
That has to be an initial download at start up and that's it.
 
Even if that's less most of the time, that's still a pretty significant jump from Go. And without knowing what the average is, people have every right to be upset.
 
The actual quote is "75mb per hour or less on wireless"

Is there a chance that cellular will also use less?
That has to be an initial download at start up and that's it.

My theory is the device needs internet access on first launch to grab the data for all the stages. After that it checks the DRM servers, grabs a token and that token is set. Next time your device contacts the servers the token updates.
 

Berordn

Member
Guys, that very article says "In most cases significantly less."

Sounds like they're talking one time download and conflating it with gameplay.
 
We've reached peak hyperbole.

I really don't understand the defense force here. This is a $10 single-player game on a mobile device. That is rare. For that price, the consumer should be in charge, meaning, no restrictions on play, no threat of the game remotely killed.

The more you enable this idea that you're paying money to rent a mobile game, the more Nintendo will be encouraged to continue the same practice with every other title. If Nintendo is successful in this, other devs will be encouraged to go always online as well.

People are freaking out and being overly dramatic about the prospect that a $10 purchase, less than a movie ticket that lasts two hours or less, might maybe theoretically not be accessible for them sometime 3-5 years from now, and my pointing out the absurdity of fixation on eternal ownership is hyperbolic?

Whether the game is based on a server being up, a digital storefront, a digital storage solution not breaking, the physical media it's trapped on not working, or the fact that nothing is eternal because you'll be dead one day isn't hyperbolic. It's true. Everything you buy or play or do is fleeting, and nothing you pay for lasts forever, you'll be lucky if any of it lasts your lifespan. Even your physical media.

The fixation on duration of availability being more of a focal point than the experience you'll actually have with it is just absurd. It's not a defense force, I even said myself in my first post in this thread that I thought it was a silly move by them, but it doesn't change the fact that people are freaking out about a hypothetical point years in the future, long after the people complaining will be done with the game.

Overwatch is like, one of the most popular games of the year. Ya'll realize that's gonna be gone someday too right? Hasn't stopped people from spending money on it and enjoying it and having a great experience. So this $10 mobile game might be a "rental" or a limited time engagement. So what? Is it fun and will you like it and get $10's worth? Then buy it. Otherwise, don't. You're not being tricked, they're being upfront about it before the game's out.
 

MUnited83

For you.
People are freaking out and being overly dramatic about the prospect that a $10 purchase, less than a movie ticket that lasts two hours or less, might maybe theoretically not be accessible for them sometime 3-5 years from now, and my pointing out the absurdity of fixation on eternal ownership is hyperbolic?

Whether the game is based on a server being up, a digital storefront, a digital storage solution not breaking, the physical media it's trapped on not working, or the fact that nothing is eternal because you'll be dead one day isn't hyperbolic. It's true. Everything you buy or play or do is fleeting, and nothing you pay for lasts forever, you'll be lucky if any of it lasts your lifespan. Even your physical media.

The fixation on duration of availability being more of a focal point than the experience you'll actually have with it is just absurd. It's not a defense force, I even said myself in my first post in this thread that I thought it was a silly move by them, but it doesn't change the fact that people are freaking out about a hypothetical point years in the future, long after the people complaining will be done with the game.

Overwatch is like, one of the most popular games of the year. Ya'll realize that's gonna be gone someday too right? Hasn't stopped people from spending money on it and enjoying it and having a great experience. So this $10 mobile game might be a "rental" or a limited time engagement. So what? Is it fun and will you like it and get $10's worth? Then buy it. Otherwise, don't. You're not being tricked, they're being upfront about it before the game's out.
Overwatch will easily be supported for 10 years at the least, and they might very well let the community host servers at that point.
You're talking about the "experience"? What use is that when I can't "experience" it on the moments I would like to "experience" it, exactly?
 
I just kinda wish all the energy would be directed at the mobile carriers who are refusing to upgrade their infrastructure and pushing arbitrary data caps while charging everyone out the ass for the service (a lot more than a one time $10 charge) instead of Nintendo.

Like y'all do realize that the root of every single complaint here is with them and not with Nintendo, right? These issues (outside of flights) don't exist for me because the cellular infrastructure were I live is amazing.

It just seems like a perfect example of missing the forest for the trees.

It's fine to take issue with the decision and not buy the game but a lot of people here are reacting like Nintendo spit on their family's honor or something.
 
Overwatch will easily be supported for 10 years at the least, and they might very well let the community host servers at that point.
You're talking about the "experience"? What use is that when I can't "experience" it on the moments I would like to "experience" it, exactly?

I'm assuming you're speaking to the fact that, while it *is* available, you can't play it without a connection or a spotty connection.

And yeah, that part makes way more sense to be frustrated about, upset about, or be a deal-breaker on your purchase of the game. I even said that in my previous posts. That issue has a real effect on you playing and experiencing the game than whether or not it'll still be available 3,5, or 10 years later.
 

DrLazy

Member
I think people underestimate the amount of piracy in phones worldwide. I empathize with those who take trains / planes, but I understand the decision
 

DigtialT

Member
I just kinda wish all the energy would be directed at the mobile carriers who are refusing to upgrade their infrastructure and pushing arbitrary data caps while charging everyone out the ass for the service (a lot more than a one time $10 charge) instead of Nintendo.

Like y'all do realize that the root of every single complaint here is with them and not with Nintendo, right? These issues (outside of flights) don't exist for me because the cellular infrastructure were I live is amazing.

It just seems like a perfect example of missing the forest for the trees.

It's fine to take issue with the decision and not buy the game but a lot of people here are reacting like Nintendo spit on their family's honor or something.

It's not the carriers fault that Mario Run won't work offline.
 
I think people underestimate the amount of piracy in phones worldwide. I empathize with those who take trains / planes, but I understand the decision

Nah we just don't want invasive DRM that affects the consumer as well. Mobile piracy is a problem but this isn't a great solution for paying consumers.
 
I have shitloads of data so this doesn't effect me, but it is really shitty that Nintendo are implementing DRM here. If you pay $10 for a product you should be owning it, not renting
 

LoveCake

Member
Why would a mobile game require a internet connection?

The only games I have on my mobile are MiiMoto and Zen Pinball, I only have a pay and go phone so I cannot have data on all the time, in fact I only turn date on when I need to which is hardly ever.

None of my 3DS or Vita games require a internet connection, so why would a simple platformer require one, just send the data back once connected like MiiMoto does regarding a Nintendo game.
 
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