Quick recap of the business model in Nintendo's first mobile game, Miitomo:
1.) You can buy in game currency for between ¥120 (~$1) and ¥8800 (~$79). You can use this to buy clothing or extra runs at the pachinko game.
2.) There's a pachinko-esque gacha minigame you can play to get more clothing. You get some free pulls, and pay about $0.50 for another go when you run out.
3.) The pachinko game has time limited items that are exclusive to it, at least during the duration of the event, so there are potential reasons to want to use bonus pulls.
4.) You do get free currency in the game as well through playing.
Or, in summary, it's an entirely standard, whale friendly mobile monetization system complete with gacha mechanics.
If they're doing experiments with how to monetize mobile games, it's certainly not happening with this title. That, or the result of the experiments was "We should stick with the normal monetization methods."
1.) You can buy in game currency for between ¥120 (~$1) and ¥8800 (~$79). You can use this to buy clothing or extra runs at the pachinko game.
2.) There's a pachinko-esque gacha minigame you can play to get more clothing. You get some free pulls, and pay about $0.50 for another go when you run out.
3.) The pachinko game has time limited items that are exclusive to it, at least during the duration of the event, so there are potential reasons to want to use bonus pulls.
4.) You do get free currency in the game as well through playing.
Or, in summary, it's an entirely standard, whale friendly mobile monetization system complete with gacha mechanics.
If they're doing experiments with how to monetize mobile games, it's certainly not happening with this title. That, or the result of the experiments was "We should stick with the normal monetization methods."