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

sanstesy

Member
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.
 
I gotta say I think you are correct. This outrage at the price shows a complete disconnect between us and the mobile audience.
 
They should just enter omega gacha mode like granblue or dokkan or whatever.

I'd pay for an SSR Zero Suit Samus.
 
"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."

I am barfing everywhere. There is so much barf. I am the drowning. In barf. Because it's everywhere.
 
You might be right that it's not what the mobile crowd wants, but what the mobile crowd wants isn't necessarily pro consumer and whale hunting is unethical at best. I'm glad they aren't doing that.
 
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But is it really pro-consumer? No, it isn't because that isn't what consumers on mobile devices want.

According to who? You? I'm sure if you ask any reasonable consumer i'm sure they will gladly opt to pay a once off fee than be nickle and dimmed than choose a system that is an endless money sink.
 
I don't see any harm in them exploring other pricing models for mobile platforms. Even if it doesn't work as well for them as a F2P model would've, I'm fascinated by their willingness to do something different with it. And I think more people will buy into it than you think.
 
Is it really realistic to assume that people who are pissed that Mario Run is a $10 flat fee would ever convert into console/handheld users and pay $30-$60 for Nintendo's games?
 
It sucks to admit it but you're right OP.I'd hate a mario game with micro transactions though. Having said that, it seems like a no brainer to use some kind of in game currency given how mario is all about collecting coins... hmmm
 
I mean, it depends on how you see Nintendo's goal with their mobile initiative- if it's just to make more money, then yeah, maybe you're right. But if the goal is just to have people say "MEMBER MARIO? MEMBER POKEMANS? YEAH, I MEMBER!" and make some money on the side then it doesn't really matter because the end goal is driving people back to their core products of consoles and console games- which, if the sales of Pokemon games since Pokemon Go are any indication, has been a very successful strategy. If anything trying to shoehorn payment models that don't work into a game makes it worse (particularly among the "core gamer" market,) which will wind up running counter to that goal.
 
Is it really realistic to assume that people who are pissed that Mario Run is a $10 flat fee would ever convert into console/handheld users and pay $30-$60 for Nintendo's games?

No one is talking about converting customers.
 
It sucks to admit it but you're right OP.I'd hate a mario game with micro transactions though. Having said that, it seems like a no brainer to use some kind of in game currency given how mario is all about collecting coins... hmmm

Super Mario Run has actually a model already in place, it's just not dictated by real-money micro-transactions.
 
No.

"My kid bought £5000 worth of Mario F2P Jumps I WANT MY MONEY BACK NINTENDO" headlines can actively harm the Mario and Nintendo brand. A bunch of pissed off people who'd never buy a premium app let alone a console and console games? Let them be pissed. Who cares.
 
Guess what - not only is the established F2P model with micro-transactions way more profitable (which should be Nintendo's only interest)

This is where your thesis falls apart. Nintendo's mobile games are made as gateway experiences to engage people with the brand and encourage transitions to their dedicated gaming hardware. Profit is secondary.
 
I mean, it depends on how you see Nintendo's goal with their mobile initiative- if it's just to make more money, then yeah, maybe you're right. But if the goal is just to have people say "MEMBER MARIO? MEMBER POKEMANS? YEAH, I MEMBER!" and make some money on the side then it doesn't really matter because the end goal is driving people back to their core products of consoles and console games- which, if the sales of Pokemon games since Pokemon Go are any indication, has been a very successful strategy. If anything trying to shoehorn payment models that don't work into a game makes it worse (particularly among the "core gamer" market,) which will wind up running counter to that goal.
Pokemon GO follows a more typical f2p monetization model that helped a lot with its reach. If it was a free demo that required you to pay for the full game (let's say capturing beyond the first 10 Pokemon you encounter or something), then it wouldn't be anywhere NEAR as successful. It required whales to purchase those lures to set up those tri and quad lure spots that became huge social gathering grounds.

If people think Mario Run is an advertisement for regular Mario games, I'm not sure why you think charging for the ad is a good way to reach more people. F2P games reach more people and in most cases are more profitable.
 
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).

Super Mario Run sold 3.5 million copies in its first day, at $10 a pop, and is one of the highest if not the highest download rates of any iPhone game to date. I say that isn't a mistake at all.
 
It's ok. In a few months time people will be ploughing money into Animal Crossing like they do into candy crush. Want some new furniture? Pay for it by buying bells. Want new costumes or accessories? Ditto. I think AC could be a money printing machine when it launches on mobile.
 
It was downloaded almost 3 million times day one. Nintendo from day one has said their Mobile initiative is also significantly linked to drawing them to their Non mobile offerings..

So people who will complain about $10 are not the intended audience in the first place. I mean Iwata was pretty clear about it for years. Devalue games is not the way to go.
 
But is it really pro-consumer? No, it isn't because that isn't what consumers on mobile devices want.

I don't think it matters what they want, but I do believe it's pro-consumer. Saving them from themselves is the best way instead of exploiting them to hell. The practice of exploiting the consumer is all kinds of wrong and I'm glad Nintendo didn't choose that route. There are lots of "pay once" games and apps on the App Store. What they're doing isn't all that new and at least the price for the game is reasonable unlike some other software on the App Store.
 
This is where your thesis falls apart. Nintendo's mobile games are made as gateway experiences to engage people with the brand and encourage transitions to their dedicated gaming hardware. Profit is secondary.

Even if profit is secondary (which it isn't), you don't engage people to your brand by turning them away from their brand which is what they are partly doing right now with SMR.

IIRC DeNA implied Fire Emblem and Animal Crossing are regular f2p mobile games.

They will have to and SMR should also be updated to adapt.
 
I think Nintendo will do all of that with GATCHA Fire Emblem and maybe Toys to Life Animal Crossing or whatever that turns out to be in the end. But not with Mario. That's THE brand. It's supposed to be premium.
 
"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."

I am barfing everywhere. There is so much barf. I am the drowning. In barf. Because it's everywhere.

I don't really understand how charging a set price is anti-consumer compared to microtransactions.
Because they're used to rubbish and taken advantage of.
 
I'm really enjoying Super Mario Run.

I would have avoided it like the plague if it were free-to-play with microtransactions. Those kinds of games turned me off of App Store games completely.

I recognize that I'm in the minority on this, but I'm not going to criticize Nintendo for aiming high and trying to realign expectations on pricing for high quality mobile games.
 
Super Mario Run sold 3.5 million copies in its first day, at $10 a pop. I say that isn't a mistake at all.

Downloaded, not sold.

And I don't agree OP, Nintendo put out a great game not spoiled by its business model and should be praised for that from a consumer standpoint.

From a business Standpoint I guess it's less efficient but some big company has to pursue this line of development if mobile is to lose its stigma concerning business models.
 
It would sell more if it was f2p but that doesn't mean it can't make a profit being premium priced.

As long as nintendo can make a profit keep it premium
 
Even if profit is secondary (which it isn't), you don't engage people to your brand by turning them away from their brand which is what they are partly doing right now with SMR.
Turn who away? It's the number one free downloaded game. Hyperbole?
 
Animal Crossing will be the interesting one. That game could be microtransaction heaven for any developer. If they just go with a base price I'll be surprised.
 
It's already 2.5 stars on the iTunes Store in the USA

And this is the most stupid thing I have read in a review in a long time

"I would rather pay up front for the app than download a free version that blocks 95% of the in-game content."
 
They should just enter omega gacha mode like granblue or dokkan or whatever.

I'd pay for an SSR Zero Suit Samus.

No joke, Super Smash Gacha needs to happen.

The sad thing is, I'd put more time into a Nintendo-themed Gacha than a well-crafted original game like SMR.

It needs to be gatcha. I want to see hearts getting broken when no one manages to pull Ike during the PoR banner.

That's how they'll get me to finally play an FE game at least.
 
IIRC DeNA implied Fire Emblem and Animal Crossing are regular f2p mobile games.

Tbh, I'd rather just pay $10 flat for Animal Crossing. Though of course, that would be in the case that it's structuraly similar to the console series, which it probably won't be in a variety of ways.
 
I wish Nintendo Badge Arcade releases on mobile phone only to see how it empties those whale wallets.

Then people will say Nintendo steals them.
 
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