OrbitalBeard
Member
Sold? Or downloaded?
Sold. The downloads are in the millions.
Sold? Or downloaded?
You say average consumer and majority of the audience. I say only 2% of people who download F2P games actually pay money and only play for about a day, and only a tenth of that 2% account for the majority of the profits in F2P games.Yes, they are beneficial for the average customer and you just proved it with your second paragraph.
... almost half of all the revenue generated in mobile gaming comes from just 0.19 percent of users.
Of the 0.19 percent who are spending money, very few of these are doing it often; 64 percent are making just one paid in-game purchase per month, while it’s just 6.5 percent making five or more paid in-game purchases, with the average spend per player being $24.33.
Conducted by marketing firm Swrve, the report looked at over 40 free-to-play games through February 2016, analyzing the uses of more than 20 million players.
You say average consumer and majority of the audience. I say only 2% of people who download F2P games actually pay money and only play for about a day, and only a tenth of the 2% that spend money account for the majority of the profits in F2P games.
So 0.2% of the audience
Sold. The downloads are in the millions.
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.
The kind of consumer that won't spend $10 on a quality phone game is the kind of consumer who won't spend $200+ on Nintendo's next console, nor $50+ on their new games. Nintendo isn't trying to reach that market, they are trying to reach the market that is on mobile that is willing to shell out money for more of their products if they can be convinced that there is value there. The purpose of SMR is to encourage visibility for the brand so more people buy Switch.You won't encourage anyone to buy your products by alienating them and Pokemon GO is already demonstrating that the F2P model works very well for people to engage with your brand and as a result maybe convince them to buy your own products. Nintendo won't convince anyone that isn't already in that core market with the SMR model.
It's also a misconception that a set price will make your product seem high-valued and premium. It won't especially on the smartphone market place.
That was apparent from page one.Haha wow you actually went there.
Yeah there's no getting through to you.
I'm not sure what your point is. Complaining on the internet is basically a zero-cost, zero-effort activity. It's hardly surprising that people are doing it.But apparently this "shmuck who plays a game his phone on the bus to work" cares enough about wanting to specifically play Mario to post 1-star reviews and livid rants on Twitter about how terrible Nintendo is for charging for the game.
I can't help but think these complainers' nostalgia for Mario probably amounts to whatever they pirated on their R4 during the DS era.
But apparently this "shmuck who plays a game his phone on the bus to work" cares enough about wanting to specifically play Mario to post 1-star reviews and livid rants on Twitter about how terrible Nintendo is for charging for the game.
Yes, there is obviously an audience who wants to get things for free and isn't interested in spending a dime. He's trying to explain to you that Nintendo isn't interested in that audience, atleast for SMR, hence why they priced the game at $10.I don't know how often I will have to repeat myself. You just proved again why my point remains true and the F2P model is indeed beneficial for the average consumer.
Why it's so difficult to understand? You receive a notification from Apple or you browse the app store on your iPhone and you see there is a Mario game. "Wow, it's free!" (unless you scroll to read all the details). You download it and start playing it. 3 and a half levels later boom! $10 or you can't play further!
You don't need that much imagination to put yourself in these people shoes.
I actually disagree with this.The kind of consumer that won't spend $10 on a quality phone game is the kind of consumer who won't spend $200+ on Nintendo's next console, nor $50+ on their new games. Nintendo isn't trying to reach that market, they are trying to reach the market that is on mobile that is willing to shell out money for more of their products if they can be convinced that there is value there. The purpose of SMR is to encourage visibility for the brand so more people buy Switch.
How is this any different than all the other games that say free and then ask for money after 15 minutes on the app store? Fuck these people who expected it to be free.
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.
Most games that are asking you to spend money ten minutes in are posing an option. It'll obviously expedite your progress, but usually you don't actually get gated from the rest of the game. There's an obvious difference between annoying little adverts selling you timer cool-downs and being gated from the rest of the game.How is this any different than all the other games that say free and then ask for money after 15 minutes on the app store? Fuck these people who expected it to be free.
How did Pokémon Shuffle Mobile do?
Currently #5 Top Grossing app
You are right that there is disparity, but I'm talking specifically about the crowd who only plays mobile games that are free and won't spend money (either upfront or at all) on any type of game. Those are probably the loudest complainers about the game, and the people Nintendo is least interested in. There's a difference between someone not wanting to spend money at all vs. someone who doesn't want to spend money on mobile but will on console. I do realize that. The OP doesn't make that distinction.I actually disagree with this.
I think there's a wide and obvious disparity between how the general public values things like mobile games and consoles. Just because someone disregards the former doesn't mean they're hopeless towards the latter.
Currently #5 Top Grossing appHow did Pokémon Shuffle Mobile do?
What? No it's not. That's Pokemon GO that's #5.Currently #5 Top Grossing app
The kind of consumer that won't spend $10 on a quality phone game is the kind of consumer who won't spend $200+ on Nintendo's next console, nor $50+ on their new games. Nintendo isn't trying to reach that market, they are trying to reach the market that is on mobile that is willing to shell out money for more of their products if they can be convinced that there is value there. The purpose of SMR is to encourage visibility for the brand so more people buy Switch.
Yes, there is obviously an audience who wants to get things for free and isn't interested in spending a dime. He's trying to explain to you that Nintendo isn't interested in that audience, atleast for SMR, hence why they priced the game at $10.
Oh, got my Pokemon games confused. You're rightWhat? No it's not. That's Pokemon GO that's #5.
There are hundreds of mobile games that aren't like that, that you could also spend time with. Or is this the first you've tried? I did notice quite a few posters in the OT saying how this is the game that finally got them to play a mobile game, so you never knowI'm glad Nintendo hasn't gone with what the masses want. You are probably correct OP but those practices are disgusting and why this will be the only mobile game I intend to actually spend a bit of time with
Potential and actuality for two very differnt things. We're talking a paid game on mobile, and the expectations and audiences are different on this platform, whether it's indie, AAA/classic port like XCOM and Baldur's Gate, or a Mario runner.
If we're talking about the audience for and expectations about premium mobile games, and paying $5, $7, $10 for a mobile game, the only data points are indie games, ports, and board game adaptations. On this platform, Mario (and it being a runner) is the outlier here.
Why it's so difficult to understand? You receive a notification from Apple or you browse the app store on your iPhone and you see there is a Mario game. "Wow, it's free!" (unless you scroll to read all the details). You download it and start playing it. 3 and a half levels later boom! $10 or you can't play further! 1 star!
You don't need that much imagination to put yourself in these people's shoes.
Is there even a lot of profits from FTP titles? Iirc a very very large majority of FTP games on iOS don't make much money at all. Also a system designed to buckle and dime the consumer is not pro-consumer, it's anti consumer.
There are hundreds of mobile games that aren't like that, that you could also spend time with. Or is this the first you've tried? I did notice quite a few posters in the OT saying how this is the game that finally got them to play a mobile game, so you never know
Pokemon GO being F2P and successfully propping up 3DS & Sun/Moon are only proving how true this is.
I'm admittedly out of the loop when it comes to Pokemon GO, but you keep saying this and it's really making me curious. Did Pokemon GO really have that big of an effect on Sun and Moon?
There are hundreds of mobile games that aren't like that, that you could also spend time with. Or is this the first you've tried? I did notice quite a few posters in the OT saying how this is the game that finally got them to play a mobile game, so you never know
I'm admittedly out of the loop when it comes to Pokemon GO, but you keep saying this and it's really making me curious. Did Pokemon GO really have that big of an effect on Sun and Moon?
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.
Yeah, I haven't even heard any outrage about the price, at least not much to be worried aboutPricing outrage? It sold half a million copies in a day, no?
What does that have to do with quality?And how many of those are top grossing?
How is this any different than all the other games that say free and then ask for money after 15 minutes on the app store?
Watch the reviews and wait some weeks. And I already said it will make them money but the opportunity cost & overall opportunity on their brand will be huge by staying behind an atypical "pay-wall".
Fireproof and Ustwo are not games from the Mario brand. The audience is so much bigger and as a result completely different and that's why this disconnect exists. I addressed this in the OP.
Devaluing their IP by giving them away for free on mobile would be much worse.
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.
I don't know how often I will have to repeat myself. You just proved again why my point remains true and the F2P model is indeed beneficial for the average consumer.