Designing your game around microtransactions is not pro consumer.
Edit: Page 6, so this has likely been discussed a bunch.
Well they got $15AU from me and they probably wouldn't have gotten a cent if it was F2P, so there is that.
Clearly it is the audience Nintendo wants to engage with when they decided to release a $10 mobile game (well, free with an unlock) rather than one with microtransactions.
The real reason it's flopping is because it's a bait and switch.
I really don't think the idea to make the game free but then requiring an in-app purchase to basically get anything out of it was smart at all.
But it's not flopping.
Exactly. This isn't even new to Nintendo.Yep. And I believe Nintendo talked about that as much before as well.
Though heck, Mario Run is no different from their Free to Start philosophy they've been experimenting with for awhile now, even in some 3DS games.
2 and a half stars on the iOS store is terrible.
2 and a half stars on the iOS store is terrible.
Just means they should have provided two options.
Don't ignore the traditional F2P market, but give everybody the choice of paying for the full package / unlimited playing up front.
No offense, but no one (including you, and including me) really knows the potential of this business model. It wasn't so long ago that F2P looked like a ludicrous model. After all, why would anyone give away so much of a game for free when you could charge them up front? How could, say, a F2P MMO possibly make more money than a monthly subscription fee?You keep comparing indie games to a Mario game. Stop. There is an audience for this price model but it is extremely limited and not suited for one of the biggest brands in gaming where the potential is on a whole different level.
Much like how the internet polls can be easily manipulated, App Store ratings are the same. It's topping the Top Grossing list, with a single $10 IAP2 and a half stars on the iOS store is terrible.
Enraged kiddos is not the same as flopping.
That doesn't mean it's flopping.
When an app is updated, the app page only shows the reviews and rating for the newest version by default.It could hurt it in the long run.
It could hurt it in the long run.
No offense, but no one (including you, and including me) really knows the potential of this business model. It wasn't so long ago that F2P looked like a ludicrous model. After all, why would anyone give away so much of a game for free when you could charge them up front? How could, say, a F2P MMO possibly make more money than a monthly subscription fee?
Maybe Nintendo could make more money with a now-conventional whale-hunting F2P model. Maybe it'd last for a long time, maybe it would flop and taint Nintendo's other brands. Maybe consumers really hate paying $10 for mobile Mario. Maybe they can be trained to accept it, just like they were trained to accept F2P. Maybe Nintendo can prosper by following in the footsteps of some traditional Japanese gaming companies who switched to mobile. Maybe their corpse will join the pile of failed F2P-focused companies.
I can totally see Nintendo having a long-term success with Mario by charging $10, then charging for new consolish DLC over time. It might fail or be less profitable than alternative models, but I think it's weird to be so dismissive so quickly. The market reaction might be correct in the long term. It might also be as dumb as that time Nintendo stock shot up because of Pokemon Go, then subsequently fell because investors didn't realize Nintendo wasn't reaping most of the profits.
The truth is, just like in Hollywood, nobody knows anything.
Business models get replaced by new business models if they are more beneficial for the average customer.
This model isn't even remotely new. Tons of mobiles games and apps are like that.But it's free. Until it suddenly it isn't anymore. And asks you for $10 to continue. That's the main issue here.
It's really not that difficult to understand the perception even we are willing to pay money for games.
Business models get replaced by new business models if they are more beneficial for the average customer.
The business model that SMR embodies is not beneficial for the majority of its customers.
It also isn't exactly new either.
When an app is updated, the app page only shows the reviews and rating for the newest version by default.
Business models get replaced by new business models if they are more beneficial for the average customer.
The business model that SMR embodies is not beneficial for the majority of its customers.
It also isn't exactly new either.
Business models get replaced by new business models if they are more beneficial for the average customer.
The business model that SMR embodies is not beneficial for the majority of its customers.
It also isn't exactly new either.
You can see those too, but you have to switch to "All Versions" on the App Page.Really? On Android you can see also the older reviews. And that seems disingenuous somehow. So if a developer is not happy with the rating all he has to do is to build a new version?
modern mobile F2P structures are not beneficial for the average consumer
they are predatory and manipulative, exclusively catered to less than a percent of players termed whales, with huge efforts put into making the free experience just bearable enough that enough people play it to inflate popularity and catch said whales
It's not really disingenuous. It's better than say what Amazon does where they show reviews that are a decade old mixed in with ones a year old. Absolutely unhelpful to be told how constantly updating products were years ago.Really? On Android you can see also the older reviews. And that seems disingenuous somehow. So if a developer is not happy with the rating all he has to do is to build a new version?
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
I disagree with a lot of the assumptions you're making here:Business models get replaced by new business models if they are more beneficial for the average customer.
The business model that SMR embodies is not beneficial for the majority of its customers.
It also isn't exactly new either.
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
"Just bearable enough".Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
I gotta say I think you are correct. This outrage at the price shows a complete disconnect between us and the mobile audience.
I don't really understand how charging a set price is anti-consumer compared to microtransactions.
I disagree with a lot of the assumptions you're making here:
* Business models get replaced by new business models. In fact, pretty much every video game business model in existence is being used--and prospering--somewhere.
* F2P is a "new" business model. It's highly derivative of shareware.
* F2P is more beneficial for the average consumer. Beneficial by what metric?
* That there's an "average consumer". No decent analyst or marketer is going to try to target that group, because it doesn't exist. The App Store, and every store, are aggregates of many types of consumer with a panoply of different preferences.
* That consumers now are representative of consumers for all time. How much of a market did you think the Wii had before it was released?
Whether or not we like it, the key that that stands out among that description is that the game remains free. To many consumers, that's benefit enough to put up with the poor gameplay loops or annoying timers. If you're just some shmuck who plays a game on his phone while on the bus to work, it's not really any skin off your nose if you need to wait until your lunch break to play again. That's not to say microtransaction loops are pro-consumer, but I certainly get why people put up with them.Waiting for energy bars to recharge, checking in daily whether you want to or not to make sure you squeeze out every bit of free secondary currency you can. Being limited to short burst play sessions because you would have to pay real money to keep playing. Scrounging your freely earned secondary currency so you don't have to miss out on limited time events or pay real money to buy the secondary currency. Watching commercials to get an extra chance after you lose a life. Spamming your friends on Facebook for minor amounts of free secondary currency.
This is all so beneficial to the average customer. /s
Pricing outrage? It sold half a million copies in a day, no?