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

Well they got $15AU from me and they probably wouldn't have gotten a cent if it was F2P, so there is that.

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.
 
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.

If they have a brain I doubt it is as soon as they saw the effect Pokemon GO had on the 3DS & Sun/Moon. It is factually not suited for anything that wants to engage with the majority of its audience which the Mario brand clearly can & which is ultimately Nintendo's plan.

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.

No, it isn't on both accounts.
 
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.
Exactly. This isn't even new to Nintendo.
 
Pretty half-baked analysis of the situation considering they haven't even talked about any game besides this one and it's been out for one day. Then again lots of people do the armchair analyst thing hilariously wrong when it comes to this company.
 
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.

Nintendo isn't ignoring the traditional F2P market. They merely opted not to go that route for this game.

There will be F2P Nintendo mobile games in the near future. Hell, there's an F2P Nintendo mobile game out right now making lots of money.
 
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.
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.
 
2 and a half stars on the iOS store is terrible.
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 IAP

The reviews aren't indicative of performance, just like how Monument Valley's rating plummeted after releasing a $2 expansion

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Nintendo might have made a mistake with the pricing but fuck no at the idea that they should do the F2P model where they basically implace a thousand microtransactions on characters, tickets and stages. You should get rewards soley for the amount of play time.
 
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.

The business model that SMR embodies is not beneficial for the majority of its customers.

It also isn't exactly new either.
 
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.
This model isn't even remotely new. Tons of mobiles games and apps are like that.

Even XBLA games used to do that, I don't know if it's still the same there, but this isn't a new model by any stretch of the imagination.
 
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.

No, business models get replaced if their more benefecial for the seller and that the consumer is a sucker enough to buy it.
 
As much as I would like to play Super Mario Run all the way through for free, by being a game that people have to pay, it allows Nintendo to design a game that is up to their standards and isn't bogged down by anti-consumer design that plague the mobile market. Y'know, design choices that frustrate and pressure players into paying to get past time limits that prohibit progression, or really tough spots in the game.

Your average mobile gamer doesn't want to pay for games, sure. I even myself think that they're asking too much for what they're offering with the game, but if they value putting out a quality product more than they do making as much money as possible, more power to them.
 
When an app is updated, the app page only shows the reviews and rating for the newest version by default.

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?
 
Wouldn't it essentially devalue their IP? Nintendo is trying to change the mobile market by saying that yes our games are worth a premium purchase to say *its not what they want* says who a loud minority? We have no idea how successful the title is yet it can exceed Nintendo's expectations, having a price on their games means when it does capture mind share it possibly helps ease the consumer if they do decide to buy a Nintendo console and purchase full priced games.
And as some have said Pokemon GO has gone the F2P route and has done well I think its wise to pick and choose which IPs gone this way,
 
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.

Noone is really arguing that "buy the game if you wanna play it" is such a new model
 
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.

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
 
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?
You can see those too, but you have to switch to "All Versions" on the App Page.

For example, Game of War's rating that you see while browsing is 4.5 stars from 531 reviews. Switch to All Versions and it's 4 stars from 101,000 reviews

It's also why devs will ask if you can review the app when they release an update because that rating won't show on the App Store while searching and they basically have to build it back up. Like the HBO Now app currently doesn't have a rating because there aren't enough reviews for the current version, while All Versions shows 2.5 stars from 6,780 ratings
 
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

Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
 
Man... People told me mobile games are fine and good and dandy, but if they can make someone or even many to really believe that micro transactions-filled games are actually pro-consumer, then phew... That is really something else.
 
I'm gonna say no to the OP.

Nintendo can and will make f2p games that have millions of downloads and huge revenue in IAP....

What they are doing first is using their platform with Apple to carve out a market for full purchase games. Then they can sell those alongside later f2p games and make all the money from all types of players.
 
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?
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.
 
Devaluing their IP by giving them away for free on mobile would be much worse.

Nintendo have to show mobile consumers that their games are so much better than the competition. I think Mario Run will have a long sales tail as people share their positive experiences on social media.
 
The 1-2 star reviews are pretty pathetic, honestly. I felt like I got my fill of the game through the first 3, then I went back and replayed some of the levels to collect more of those coins. I could tell that the game has a ton of content if you spend time with it. Otherwise just rushing through will give you the wrong impression. It's just $10 as well. It's not much at all.
Some were suggesting buying the game per world, but I would think that's an even worse model. You would sprint through all the levels, then buy the next set within 15 minutes. This is a game meant to be replayed multiple times. Collecting all the black coins and whatnot- challenging yourself.
 
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.
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?
 
I don't agree with the logic I can see how people do. I myself would rather pay 1 price and get a product I don't have to worry about paying for more down the road with. F2P might be profitable for casual folks but I'm happy its being done this way. Since smart phones were capable of games people have been crying for Nintendo to go mobile get with the times etc. Now they do and everyone is mad at the cost, its simple don't purchase the extra levels. Much like DLC no need to complain speak with your wallet.
 
Given the amount of people who are upgrading to the full game for $10, why go f2p? They could release a new Mario game or rework the game and get the free users back anyway
 
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.

?

Literal scams do not benefit consumers

mobile F2P games provide about as much entertainment as does scraping a lottery ticket, and are designed to take advantage of all psychological weaknesses possible to squeeze money out of people

it's free because it's bait
 
Yes, they are beneficial for the average customer and you just proved it with your second paragraph.

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

Take my $10 and let me get on with the game.
 
I gotta say I think you are correct. This outrage at the price shows a complete disconnect between us and the mobile audience.

Sure it does. But Nintendo knows the mobile environment, and so far has chosen to avoid the manipulative nature of microtransaction city in an effort to be up front and honest about how much a consumer is paying.

But the more important part here is that Nintendo striving to sell premium priced games on iOS is a GOOD thing for game developers who want to sell on mobile. As it is, developers of all sorts are pressured into selling their game for free by the market that demands it. That much is clear by the outrage at spending $14 when they'll easily throw way more at a game through microtransactions without realizing it.

The mobile market pricing model demands things be 99 cents or less, and that sort of devalues the work we developers do.

I don't really understand how charging a set price is anti-consumer compared to microtransactions.

Exactly.

Not only that, but it's done fantastic in its first day. We're hearing a vocal group complain about the price, but let's see how it goes over time.
 
To properly whale hunt, you have to fuck over consumers on the mobile market... If you don't fuck them over, you give no reason for them to possibly become whales.

If $10 is too much for them to become customers, then expecting them to become dedicated console gamers is too much as well. As for this hurting Nintendo brand wise? Ask Square Enix if it's hurt them for their full fledged FF ports.
 
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?

No assumptions.

1. It's a new model for that specific market. I said nothing else.
2. F2P was a new business model for the gaming market. SMR's model isn't.
3. Beneficial by the metric that you have the option to play the game completely for free.
4. The average consumer is the majority of your audience and every marketer is going to try to target that group. And they are doing it right now with the F2P model. Yes, individual people have different preferences.
5. It is representative of the market Nintendo is entering. The Wii was creating a completely new market itself. Completely different circumstances and situation.
 
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
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.
 
No, the mobile market just wants everything for free. They were right to charge for their game and not design it to be a grind fest to encourage microtransctions.

That whole trend is terrible and the less people doing it the better. Those are barely games. If a game is designed to annoy you into paying it's not a game.

The other difference is that this game isn't some endless running game or puzzle game that never ends. It's designed levels made to work with a touch screen.
 
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