Nintendo's mobile efforts not being typical mobile-F2P titles is a mistake

lol the OP confuses me so much.

People here were complaining that microtransactions were the biggest mistake in the industry. And now you say not having them is the biggest mistake Nintendo did? What in the flying hell is happening in this site?

It's like NeoGAF isn't the only place existing on planet earth, isn't it?

What does the "No" straight after my post mean then? Stop spinning it, please. It's disingenuous. Just admit you didn't read it properly and we move forward.

The "No" was meant as "No, they are wrong.". I'm not spinning and we can move forward still nicely.
 
Hmmm...this is what I see when I go to an app page...

Xo4tstn.jpg

Damn, it's at 2.5 stars already? This must be the lowest rated among the big recent successes.
 
I sure as hell hope Nintendo commits to trying to make premium pricing on mobile more viable for large-scale profits than it is with at least some of their software, since no doubt some of their later games are going to embrace F2P because of course they are.

The mobile gaming industry made this huge damn mess and it irritates me to no end that many people just willingly submit to that garbage as the "new normal."
 
This might just be the most ridiculous OP I've ever read.

If it hasn't been clear already. Super Mario Run showcases again the disconnect between the core console gaming community (NeoGAF, gaming press & forums, etc.) and the usual casual audience (which is Nintendo's main audience on mobile).

Guess what - not only is the established F2P model with micro-transactions way more profitable (which should be Nintendo's only interest), it is also more pro-consumer in the mind of everyone not in the gaming bubble.

You had a legitimate argument with profitability, but you completely lost a lot of people when you argued that F2P-models are pro-consumer. F2P can be very anti-consumer, and there are a wealth of research materials that show how F2P models are very manipulative in how they target people and drain money. If you're going to argue something substantial, don't just argue to be contrarian, provide legitimate reasons why they're pro-consumer. Otherwise, you just end up sounding very silly and not very knowledgeable.

When Nintendo announced that SMR will be a title that you have to pay only once for and you get the whole game, people in the gaming community were positively surprised at the "pro-consumer move" in comparison to the typical whaling model mobile titles established.

But is it really pro-consumer? No, it isn't because that isn't what consumers on mobile devices want. They want the ability to play the whole game for free, no matter how many "optional" micro-transactions, advertisements and pop-ups fill up the game. And that is not a bad thing. It is best for the audience that mobile devices have and more importantly for companies them wanting to make a lot of cash.

So your entire argument for SMR not being pro-consumer is simply because that's not what you claim mobile audiences want? First of all, how are you the voice of reason for (likely) millions of people that you speak for them with regards to what they want? That's why you have the market in the first place, because they get to decide whether they want the game or not. Furthermore, this is based on what? Your argument easily collapses when you consider the figure of 2.85mil downloads occurred after the game's release. You haven't brought forth any citation or comparable scenarios to counter the point, especially considering that despite the stigma with mobile games, not all of them use a F2P model. A F2P model is simply one kind of business model in which to build a game around, but it's not the only way.

And worst, it will cost Nintendo in multiple ways. Not only do they make way less money, they will also lose mobile consumer trust, lose the typical word-of-mouth effect that results in the legs F2P titles typically enjoy and worst destroys Nintendo's main strategy of mobile titles affecting their console software efforts as it was the case with Sun/Moon. Hey, Pokemon GO was F2P with micro-transactions!

Super Mario Run will still make good money but its potential is completely wasted by not going completely F2P and it will be the same for every future mobile title if they don't adapt. The model SMR uses is good for lesser known titles that have a core audience but not for one of the biggest known brands in gaming and a huge potential audience.

This doesn't even make any sense. You claim that the move will cost Nintendo in many ways, but you disregard the secondary effect seen in Pokemon GO, where the exposure of the game led to transitions to the actual console game experience (and in some cases led to console sales). However, just like your argument on why mobile audiences might not want SMR; you assume that because the game is not F2P that it means there are no added benefits whatsoever, which is not only wrong but also a very disingenuous argument to make as you disregard potential benefits that other models can bring to the table.
 
I do think they could've made a ton of money from being f2p, but I can't fault them for it.
They've talked a lot about the value of their software and making Mario free on iPhone would make the next 2D Mario being $50-60 would seem a bit weird.
I do think a mix would probably be a good idea
 
Fuck the mobile audience and fuck Nintendo's profits. Quality software comes first.

Good show Nintendo. If you can't get people to pay 10 bucks for Mario on mobile how are you going to get them to pay 60 bucks for super Mario on switch?

Nintendo should throw the traditional f2p mobile audience overboard like the disgusting human refuse they are. Don't devalue gaming, Nintendo. Save it.
It's your destiny.

Get a grip.
 
$10 for 24 one-way levels isn't a good value proposition. If that's how it's going to be, may as well just go free to play.
 
I do think they could've made a ton of money from being f2p, but I can't fault them for it.
They've talked a lot about the value of their software and making Mario free on iPhone would make the next 2D Mario being $50-60 would seem a bit weird.
I do think a mix would probably be a good idea

That's probably true. To preserve the value of their console games, they probably do have to be careful about how they approach mobile, both in terms of content and pricing structure. Not to say a f2p for Super Mario Run would have made Super Mario Switch or Super Mario Maker Switch a failure at $60, but I think it makes sense to price Super Mario Run like an eShop game in terms of the overall brand.
 
As someone with young children, I personally vastly prefer this to anything with microtransactions. Definitely a game I can feel at ease letting my son play.
 
I want the Switch to be given for free after all I will be using it public therefore I will be doing some marketing for Nintendo and they should pay me in some way... now give it to me!
 
I do think they could've made a ton of money from being f2p, but I can't fault them for it.
They've talked a lot about the value of their software and making Mario free on iPhone would make the next 2D Mario being $50-60 would seem a bit weird.
I do think a mix would probably be a good idea

Couldn't you apply the same logic to Pokemon and GameFreak/TPCi? Not sure why it would be weird for Mario but good for Pokemon.
 
As someone with young children, I personally vastly prefer this to anything with microtransactions. Definitely a game I can feel at ease letting my son play.

I think this was one of the main reasons Nintendo opted to skip F2P for this title, as they knew it would likely appeal to families and children. F2P is a really horrible business model for that audience and I'd argue it's also unethical .
 
Fuck the mobile audience and fuck Nintendo's profits. Quality software comes first.

Good show Nintendo. If you can't get people to pay 10 bucks for Mario on mobile how are you going to get them to pay 60 bucks for super Mario on switch?

Nintendo should throw the traditional f2p mobile audience overboard like the disgusting human refuse they are. Don't devalue gaming, Nintendo. Save it.
It's your destiny.


Truth.

It might actually become a worthwhile platform now if this model gains traction.
 
You had a legitimate argument with profitability, but you completely lost a lot of people when you argued that F2P-models are pro-consumer. F2P can be very anti-consumer, and there are a wealth of research materials that show how F2P models are very manipulative in how they target people and drain money. If you're going to argue something substantial, don't just argue to be contrarian, provide legitimate reasons why they're pro-consumer. Otherwise, you just end up sounding very silly and not very knowledgeable.

They are anti-consumer to the minority but pro-consumer to the majority.

So your entire argument for SMR not being pro-consumer is simply because that's not what you claim mobile audiences want? First of all, how are you the voice of reason for (likely) millions of people that you speak for them with regards to what they want? That's why you have the market in the first place, because they get to decide whether they want the game or not. Furthermore, this is based on what? Your argument easily collapses when you consider the figure of 2.85mil downloads occurred after the game's release. You haven't brought forth any citation or comparable scenarios to counter the point, especially considering that despite the stigma with mobile games, not all of them use a F2P model. A F2P model is simply one kind of business model in which to build a game around, but it's not the only way.

Yes, my argument is it isn't pro-consumer because the majority finds it anti-consumer.

And people downloading the game 2,85 million times is not a point that proves your point, it's a point that proves my point. People want to play and like the game but can't because it's behind a pay-wall.

This doesn't even make any sense. You claim that the move will cost Nintendo in many ways, but you disregard the secondary effect seen in Pokemon GO, where the exposure of the game led to transitions to the actual console game experience (and in some cases led to console sales). However, just like your argument on why mobile audiences might not want SMR; you assume that because the game is not F2P that it means there are no added benefits whatsoever, which is not only wrong but also a very disingenuous argument to make as you disregard potential benefits that other models can bring to the table.

What added benefits are there for Nintendo by the game not being F2P other than pleasing core gamers that have a mobile device?

Truth.

It might actually become a worthwhile platform now if this model gains traction.

It won't gain traction and other mobile companies will still have way more success with the standard F2P model. The audience is completely different and has completely different demands.
 
$10 for 24 one-way levels isn't a good value proposition. If that's how it's going to be, may as well just go free to play.

You are not counting the toad rally mode that is infinite... also in a 60$ nsmb games you don't get 6x the levels...
 
The poster probably took it too far but the entitlement casual mobile gamers have been imbued with over the years does need to be challenged. A lot of work went into the game and it's well worth $10+. People have to be reprogrammed to see that somehow.

People will never be reprogrammed. All they're gonna see is "free game" and assume they'll never have to pay a cent. Furthermore, people have different ideas of value. It's not as simple as reprogramming people to see worth in software.
 
One of the worst OP's Ive ever read on GAF, really sad.

Ive been in mobile for many years and I can tell you for a fact that the mobile FP2 ecosystem is, by default, meant to placate to the 1% of consumers, the whales. I call it evil, but thats a strong word, lets just say that its anti consumer by design. Every game design decision is catered towards someone who might potentially spend hundreds of dollars in the game.

Its also a system that, again, by design, is a race to the bottom. Blatant plagiarism is rampant. Generic game design based on excel sheet and monetization is whats "typical" and completely rejects competent game design. You have a literal handful of games that attempt a tiny bit of innovation and 90% of the industry remaking that same game, changing the art, and hope to be the ones that get lucky and break into the top 25. Its happened with every big game and will continue to do so, hell, the mobile landscape in silicon valley is primarily that.

So no, dont pretend to say Nintendo is wrong for not placating to a horrible, unsustainable model. Even less when they release a great product thats already doing phenomenally well.
 
If it hasn't been clear already. Super Mario Run showcases again the disconnect between the core console gaming community (NeoGAF, gaming press & forums, etc.) and the usual casual audience (which is Nintendo's main audience on mobile).

Guess what - not only is the established F2P model with micro-transactions way more profitable (which should be Nintendo's only interest), it is also more pro-consumer in the mind of everyone not in the gaming bubble.

When Nintendo announced that SMR will be a title that you have to pay only once for and you get the whole game, people in the gaming community were positively surprised at the "pro-consumer move" in comparison to the typical whaling model mobile titles established.

But is it really pro-consumer? No, it isn't because that isn't what consumers on mobile devices want. They want the ability to play the whole game for free, no matter how many "optional" micro-transactions, advertisements and pop-ups fill up the game. And that is not a bad thing. It is best for the audience that mobile devices have and more importantly for companies them wanting to make a lot of cash.

And worst, it will cost Nintendo in multiple ways. Not only do they make way less money, they will also lose mobile consumer trust, lose the typical word-of-mouth effect that results in the legs F2P titles typically enjoy and worst destroys Nintendo's main strategy of mobile titles affecting their console software efforts as it was the case with Sun/Moon. Hey, Pokemon GO was F2P with micro-transactions!

Super Mario Run will still make good money but its potential is completely wasted by not going completely F2P and it will be the same for every future mobile title if they don't adapt. The model SMR uses is good for lesser known titles that have a core audience but not for one of the biggest known brands in gaming and a huge potential audience.

You have a curious definition of pro-consumer...
 
Nintendo probably doesn't want it to be F2P for the same reason they rarely discount their first party games at the rate other publishers do. They see it as devaluing their product and IP and they don't think that fits with their long term strategy, even if other marketplaces use price drops to their benefit.

Frankly, I don't really see why you want Nintendo to maximize profit at the expense of their existing strategy, fanbase, and likely the quality of their output. The people who want mobile-F2P titles already have plenty to choose from, and Super Mario Run will likely still make more than enough money to make it a worthwhile endeavor, so unless you're a shareholder who happens to have little to no investment in the actual products you're funding while seeking to make as much money off of your contribution as possible, why would this be preferable to you?
 
I think it's awesome that Nintendo is trying to enter the market on their own terms. It may backfire but in the end it benefits us until (if) they decide to change their approach.
 
Nintendo's goal with mobile is to bring over gamers from mobile to their traditional hardware. If consumers won't bite at $10 they won't bite $30-$60 games either, so they're not who Nintendo is after. And if it was F2P people would have even less incentive to cross over since they got Mario for free. $10 is probably a good amount for a foot-in-the-door psychological manipulation strategy.

Perfectly put
 
The mobile market is a cesspool.

People would rather spend $300 for shitty pay to win crap, than pay $15 for a full game that's good.
 
Consumers want f2p.
SmR is not f2p

Anticonsumer!!

Wat?

That's not what anti consumer means. Plenty of mobile games are 9 bucks. Not everything has to be priced the same

Ive been a big critic of SMR for other reasons but this is silly.
 
The mobile market is a cesspool.

People would rather spend $300 for shitty pay to win crap, than pay $15 for a full game that's good.

No people would rather pay zero, which is what most do. It's hard to break consumerss out of that mindset once it's been established. And at the same time, it's seemingly hard for enthusiasts (I.e. Gaffers) to understand the mindset of someone who doesn't put a premium on gaming as a hobby and just views it as a fun time waster.
 
People will never be reprogrammed. All they're gonna see is "free game" and assume they'll never have to pay a cent. Furthermore, people have different ideas of value. It's not as simple as reprogramming people to see worth in software.

But they were reconditioned from expecting to pay $60 for a game to mictotransactions. It's seriously not too much to ask $10 for a full Mario game. And if it IS too much perhaps Nintendo should stick to Switch software and consider premium mobile gaming a bust. Reading some of the app store reviews is embarrassing. I would say people are trolling but I personally know people who deleted the game in anger over being prompted to pay.
 
I really hope they handle it responsibly. Seems like the type of game that could cause a lot of problems for children and parents, if monetized improperly.

If they're the same folks who are too stingy to pay $10 up front I don't feel sorry for them being unwittingly nickeled and dimed to death by Nintendo.
 
$10 for 24 one-way levels isn't a good value proposition. If that's how it's going to be, may as well just go free to play.

What is a reasonable value for a Mario level then?

SMW had what, 90 levels? That was when SNES games ranged from like $40-$80 on average. Far worse value than Mario Run.

NSMBU has like 84 levels and it was $60. Again, SMR is a better value.

Mario Maker 3DS has around 100 pre-made levels I believe, and it was $40. That's around the same value as SMR.

This doesn't take into account any of the extra modes in any of these games, but my point is, SMR is a good value compared to other Mario games. The issue is that the people complaining about the price are used to getting everything for 99 cents, or free. They don't realize there are whales out there paying hundreds of dollars per game to support their mobile games (and they probably wouldn't care if they did know.)
 
There are indie games that have sold millions of copies on mobile. Just because the game isn't at the level of a F2P game doesn't mean it doesn't have an audience on mobile.

People complaining about having to pay for an unlock or content has less to do with the price of the game or even the brand, and more because they have to pay for something. When a $2 expansion causes an angry mob to flood a game with 1 star reviews, that becomes clear IMO
 
As responsible as Animal Crossing: Amiibo Festival.

Ugh, don't remind me about that one.

If they're the same folks who are too stingy to pay $10 up front I don't feel sorry for them being unwittingly nickeled and dimed to death by Nintendo.

Well, I'm talking mainly about young children. I feel F2P can be done well, but it can also be used in a very manipulative fashion. I don't really care to see Nintendo become that type of company.
 
Agreed; even with AFTER 'biggest iOS launch ever', something smell off:

xJ2PLo7.jpg


Show that investors still don't think Nintendo "get's it"

What is a reasonable value for a Mario level then?

SMW had what, 90 levels? That was when SNES games ranged from like $40-$80 on average. Far worse value than Mario Run.

Yeah, but that game was GOOD.
 
People need perspective. You have been conditioned, since you ever first experienced a game, that you have to pay an upfront price to play that game.

The people on smartphones come from a completely different background and as a result are conditioned to a completely different model where you can play the game for free with added bonuses by paying real money.

One isn't objectively right or wrong but majority consumer demand on smartphones clearly dictates that the latter model is tenfold more successful; for consumers and for businesses.
 
OP did you buy the game? if not I see your whole post as

1- You don't really want to pay for stuff (which is fine) but don't write something that feels like a concern troll.

2- You couldn't afford the 10 bucks which is fine, people with debts and stuff sometimes cant afford mere 10 dollars.
 
I'm not buying this argument.

These same type of people had problems paying for an expansion to Monument Valley for $2. Two dollars. It still has a strong audience though despite those people.

We can balk at the price point Nintendo chose for Super Mario Run, but these people were never going to pay for it to begin with.
 
People are angry because something they WANT isn't free. If they DIDN'T want it, they wouldn't care how much it cost. The price would be irrelevant. "Don't want it; not interested; don't care."

They want it. But they don't want to pay for it.

Let me cry you a river.
 
OP did you buy the game? if not I see your whole post as

1- You don't really want to pay for stuff (which is fine) but don't write something that feels like a concern troll.

2- You couldn't afford the 10 bucks which is fine, people with debts and stuff sometimes cant afford mere 10 dollars.

Not sure what kind of mental gymnastics you had to pull to get those two things out of the OP. The OP is making general market observations, not speaking to his or her own personal preferences.
 
I personally think it should be a little cheaper, but I'm thankful it's at the very least a one-off payment.

It's the always online that personally bothers me.
 
Furthermore, people have different ideas of value. It's not as simple as reprogramming people to see worth in software.

I'm going to have to disagree here. People had to be reprogrammed to think that $3 was an acceptable price to pay for coffee, then the price has steadily risen from there (with the new Starbucks Reserve places selling drinks that cost $10-$12 for one coffee drink).

People's perception of value is certainly malleable, and marketers have known this for a long time - you have to change their behaviors and then their perception of what "value" is changes.

The coffee example is just one of many that I could give where the vast majority of people had a well defined perceived conception of what something is worth, and someone comes in and disrupts that and changes the entire industry (I mean damn, Dunkin Donuts and McDonalds are getting away with charging over $3 for a latte now).
 
I'm not buying this argument.

These same type of people had problems paying for an expansion to Monument Valley for $2. Two dollars. It still has a strong audience though despite those people.

We can balk at the price point Nintendo chose for Super Mario Run, but these people were never going to pay for it to begin with.
Another counterpoint would be Wayward Souls. A $4 game that would increase its price with every major content update

And every time that happened the game would rise up the Top Paid App charts

There's an audience on mobile for paid games. There are dev studios with multiple games that had done nothing but paid games and been hugely successful. It's just obviously not as big as the F2P audience.
 
I do think it would be wise to add more content. Like in February of March when Super Mario Switch is rumored to release they can add two levels and/or lower the price a bit.
Maybe a more "endless runner" mode where they link the levels in a world to make a long one that's played in one go.
 
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