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

No one is talking about converting customers.
Except for Nintendo when they laid out their whole reasoning for going mobile.

One could argue SMR isn't really about selling the game rather than selling value.
To clarify something, i don't think you fully understand Nintendo's mobile strategy. Mobile, as of now at least, is first and foremost a marketing platform.

They are using it as a way to introduce new audiences to their IPs. Then, they leverage that increase awareness to up-sell consumers into their "owned" ecosystems, which as of now, is more valuable to their current company structure (I.e their size of in-house talent, mostly assets from studios they own. Assets = people and IP.)

This has pay dividends so far... Pokémon is their most successful platform launch in IP history, and Mario has 20million "opt-in" registrations. That's 20 million people they can now re-target to convert to their future titles. And at $10 for a mobile purchase, they minimize risk of devaluation of the software within their own ecosystem... it's less of an up-sell for consumers now aware.

So, nailing it.

Mass revenue off mobile isn't their stated objective yet, maybe down the line but that's an entirely different strategy and they are aware of that. But for now, they can keep their company structure and size and leverage new awareness with younger demos (and parents), that mobile will bring, instead of Having to restructure their studios to support real, full time mobile development (much smaller teams, with a focus on post launch (so fewer new launches) and life-cycle monetization which is mostly data driven and not design driven, think major layoffs and more data scientists).
Basically, what he said.
 
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.

This doesn't really work.

F2P relies on a few whales spending enough money to subsidize the majority paying for free. That means the upper limit on how much an individual can spend needs to be a lot higher than $10.

If everything can be unlocked for $10, why would anyone ever spend more than that?
 
Nintendo is using mobile to drive their console and traditional games sales. Where for then there is still more money.

Yup

This and Pokémon Go are Trojan horses

Also F2p ggo against the whole idea from Iwata that mobile is devaluing games, so in the long run it would hurt Nintendo's console and games.
 
On the topic of F2P and whales, Pokemon Go uses a different model that most F2P games don't do. See, most F2P games do have a habit of going after only whales, they aim narrow and big. Meanwhile Pokemon Go aims small and wide. What this means is anyone can afford to buy the microtransactions instead of just the whales. And Pokemon Go has made serious profit from that wide net.

Nintendo is open to F2P and free to start type of games and found on the 3DS eShop. TheMisterManGuy on the previous page (50ppp) brought up Rusty's Real Deal Baseball and that's a great example of doing F2P well. There are other good and bad examples as well as they experiment with the model.

Nintendo's not unaware or purely against the model, it depends on the implementation and if they feel it works for the game they're making. They simply chose not to have F2P in Mario run, and in all likely cases because they felt it would interfere or disrupt the gameplay loop they're going for with SMR. The meat of the game are the coins, they are the in-game currency to build your town, and they are collectables for unique challenges for unlockables and replayability. Shoving microtransactions into that would disrupt the loop which they likely felt was no good.
 
To clarify something, i don't think you fully understand Nintendo's mobile strategy. Mobile, as of now at least, is first and foremost a marketing platform.

They are using it as a way to introduce new audiences to their IPs. Then, they leverage that increase awareness to up-sell consumers into their "owned" ecosystems, which as of now, is more valuable to their current company structure (I.e their size of in-house talent, mostly assets from studios they own. Assets = people and IP.)

This has pay dividends so far... Pokémon is their most successful platform launch in IP history, and Mario has 20million "opt-in" registrations. That's 20 million people they can now re-target to convert to their future titles. And at $10 for a mobile purchase, they minimize risk of devaluation of the software within their own ecosystem... it's less of an up-sell for consumers now aware.

So, nailing it.

Mass revenue off mobile isn't their stated objective yet, maybe down the line but that's an entirely different strategy and they are aware of that. But for now, they can keep their company structure and size and leverage new awareness with younger demos (and parents), that mobile will bring, instead of Having to restructure their studios to support real, full time mobile development (much smaller teams, with a focus on post launch (so fewer new launches) and life-cycle monetization which is mostly data driven and not design driven, think major layoffs and more data scientists).

Being saying this day 1 since Nintedo announced they were going mobile - people called such a statement stupid, glad I'm not the only one who sees it that way
 
Being saying this day 1 since Nintedo announced they were going mobile - people called such a statement stupid, glad I'm not the only one who sees it that way

I mean, Nintendo themselves have quite clearly and explicitly said this too, several times. And it very clearly works, looking at Pokemon. I'm not sure why anyone is doubting it at this point.
 
We had to kill Bob Morton because he made a mistake but it's OK because he got in on an NCIS spinoff.

To clarify something, i don't think you fully understand Nintendo's mobile strategy. Mobile, as of now at least, is first and foremost a marketing platform.
Mobile gaming is marketing personified!
 
On android I think Nintendo should keep those three levels as a demo and have the 10 dollar paid version separate.

There are no demos in IOS right? I'm thinking that's why they did it like this.


100% completion is not the measure of a games length. The coins are a way to artificially make the game seem longer, like collectables in any game. If you enjoy finding them, that's fine. Your not the majority on that tho.

Also I didn't want to replay every level in the game searching for coins, because I had litterally just beat them. It's not like I'm going back to level one after 8-10 hours of other levels. It was like ok I guess I can replay this level that I already beat like an hour ago. The paths are still very similar, there is no variation in the level design other than the coin placement. It was just a very shallow feature.

There are levels in the game you can't reach without getting enough of the special coins. So yeah... it's a pretty important part of the whole game and should be taken into consideration when talking about game length.

And as the poster below me says... you should probably get a refund. This looks like it isn't for you.
 
100% completion is not the measure of a games length. The coins are a way to artificially make the game seem longer, like collectables in any game. If you enjoy finding them, that's fine. Your not the majority on that tho.

Also I didn't want to replay every level in the game searching for coins, because I had litterally just beat them. It's not like I'm going back to level one after 8-10 hours of other levels. It was like ok I guess I can replay this level that I already beat like an hour ago. The paths are still very similar, there is no variation in the level design other than the coin placement. It was just a very shallow feature.

You completely missed the point of the game. Ask Apple for a refund.
 
Being saying this day 1 since Nintedo announced they were going mobile - people called such a statement stupid, glad I'm not the only one who sees it that way

Yea... and I'm not "speculating" either so, no reason to Accept anyone calling that line of thinking "stupid" - just shows that that person isn't paying attention haha
 
Just because consumers want something doesn't mean it's pro consumer. If they are lead to believe in something anticonsumer it doesn't magically become right.

Also, why do you care so much about Nintendo's bottom dollar? That's their business, we give them money for good games regardless of profitability, not the other way around.
 
Being saying this day 1 since Nintedo announced they were going mobile - people called such a statement stupid, glad I'm not the only one who sees it that way

Yea... and I'm not "speculating" either so, no reason to Accept anyone calling that line of thinking "stupid" - just shows that that person isn't paying attention haha

I mean these aren't exactly some hot takes guys. Its exactly what Nintendo have admitted they want to do and has been reported on ad nauseam for over a year.

If people have been calling anything stupid I very much doubt its defining what Nintendo's initial intentions are, as much as the likelihood of its success over a longer period, the tradeoff against normal mobile monetisation, or where they're likely headed next.




We've gone from a no paid DLC, no F2P, no mobile Nintendo. Every step of the way Nintendo, and their fans on here are elsewhere have been making arguments as to why they'd never do any of those things. As they have slowly turned their high level business strategy around there has been a tremendous amount of changing opinions (that dreaded goalpost moving) on why suddenly each change makes sense but how Nintendo won't take yet another step forward.

If you think Nintendo stops now at merely using mobile as a marketing platform you haven't been paying attention.
 
It saddens me to see people actually preferring the F2P model over this.

The fucking morons have been brainwashed, they don't even know what's good for them anymore.
 
Considering most f2p mobile titles out of a very, very select few are mostly forgotten within months, I think Nintendosony made the right move.

Besides, Pokemon Go shows they are okay with both business models.
 
This is my stupid little idea, but why don't they release a 100% free version (or digital pack-in) of SMR on 3DS alongside the mobile one? If the end goal is to get people back on Nintendo hardware, why let anything remain exclusive on mobile? That's the kind of cannibalism you want.
 
How dare Nintendo try and drag mobile gaming out of the F2P gutter it finds itself in!
/ I don't mind mobile gaming, but all the ones I've actually enjoyed and kept playing are ones I've actually paid for.
 
I mean these aren't exactly some hot takes guys. Its exactly what Nintendo have admitted they want to do and has been reported on ad nauseam for over a year.

If people have been calling anything stupid I very much doubt its defining what Nintendo's initial intentions are, as much as the likelihood of its success over a longer period, the tradeoff against normal mobile monetisation, or where they're likely headed next.




We've gone from a no paid DLC, no F2P, no mobile Nintendo. Every step of the way Nintendo, and their fans on here are elsewhere have been making arguments as to why they'd never do any of those things. As they have slowly turned their high level business strategy around there has been a tremendous amount of changing opinions (that dreaded goalpost moving) on why suddenly each change makes sense but how Nintendo won't take yet another step forward.

If you think Nintendo stops now at merely using mobile as a marketing platform you haven't been paying attention.

It is very, very early in their plans for the mobile platform.
 
Rusty's Real Deal baseball and Pokemon Go shows Nintendo isn't adverse to MT. They can pick and choose a business model for each game and we as consumers can react favorably or unfavorably to it.

This topic is both premature and condescending.
 
Did the OP see how much it made already?
Yeah, it's far from unsuccessful. It was basically immediately profitable. Let Nintendo do their games their way. It seems silly to tell them what to do when they're raking in money with this thing. F2P isn't a guarantee to make more money, and ethically it's a lot better than the whale-reliant F2P model
 
Consumers in the mobile market need to be re-conditioned into expecting and accepting paying for titles. What the mobile market is now is an unsustainable garbage fire, and Nintendo is right to take the high road and go against the grain, the more 'premium' games that provide a more traditional flat fee, the better - there are many, many games that can't work in a F2P environment.

Review it, review it fairly and state this in the review. I just did it and I agree with what you said in this post :).
 
I think what John Harker said is pretty much on point. It really opens up a lot with their required registrations.

Nintendo's mobile efforts comes off to me as marketing, market research, data collection and putting in the legwork for their future devices and services. They want to make money off mobile games but more so they want to test their planned business models. Im in firm belief that Nintendo wants to build their own ecosystem like the apple and android stores. Nintendo's My Nintendo account system seems indicative of what they want to do. They want to provide membership benefits in cooperation with retail based locations and incentives are the driving force. They want people to congregate to said locations for friend making and general sharing like it is in Japan while strengthening their relations with retail to work together in their efforts.

I feel Pokemon Go was used to research where people congregated most and how their gym locations can influence that. I mean business owners were setting up hot-spots and making Pokemon GO Happy hours and stuff and was a boon to their business. Now what if Nintendo offers the SCD that they patented to every major franchise store and private shops that opts in and said shops can earn virtual items and functions similar to gym and hot-spots for offering internet and SCD connections to the public. They could offer retailers certain exclusives like how they did with Amiibos. Businesses can offer coupons to my Nintendo accounts and then they can use NFC to redeem for like coffee or 10% off on store goods. This will solve how they get the SCDs to provide enough coverage to make cloud gaming possible. This makes it a marketing vehicle for both providers and offers benefits to consumers. I think that incorporating gaming with everyday products, stores and hang out spots really helps in de-stigmatizing gaming as a whole and reduces the reluctance of people in sharing about gaming in social media. I never seen so many people universally posting and talking about game related events before.

This segways into their Mario Run strategy. They want to test their other pricing model. See if enough of the mobile crowd is willing to pay to make it viable. Then there is the always online structure of the game which comes off as being a bit unnecessary to me other than to test market reaction. Who knows maybe each device can act as SCDs for true hive mind structure for many of their uses and provides consumers an incentive such as points for discounts so you can use on games such as Mario Run. I just feel there are still pieces of the puzzle that are missing.
 
The folks saying "we need to start teaching mobile gamers the value of software!" are unfortunately falling on deaf ears. The race to the bottom already happened. It's sad, it sucks, yes, we get that. But there's no going back.

At this point, folks are used to F2P game mechanics. The massive player base that doesn't want to spend any money can generate income via in-game advertising. If they hit a paywall, or if they find waiting/advertising to be too inconvenient, they will simply uninstall the app and find a different game to play. There are literally tens of thousands of options that all cost them zero. These people are not suddenly going to say, "you know? I think I'll start paying for my games from now on." They just won't.

Thats BS imo - Nintendo will offer new levels and updates for free to all people who bought the game - you pay once and get Access to everything.

Nintendo has never claimed that there will ever be new levels or updates. This may very well be all of Super Mario Run.

The reason I suggested a $2/world pricing scheme was, in part, to leave the door open for more content. Do you think Nintendo is going to willingly expand this game for no additional charge?

you won't get the full depth of the game unless you're trying to get those coins. they're the game's missions. it feels like an action puzzle game at times. unfortunately you don't get it. enjoy being in the "majority on that tho."

So basically, you're telling somebody how they should be enjoying the game.

This may come to you as a shock, but the majority of players in 2016 are not interested in score-attack or similar. If you doubt this, look at gaming sales and trends...I don't need to prove it, this is common knowledge.

The majority of players are interested in progression through levels...which, coincidentally, is a play style that just about every Mario game ever made directly caters to. Super Mario Run is an anomaly, for better or worse.

Nintendo doesnt really need the "trust" of people that are offended by a Mario game costing 10 bucks...lol.

So you're saying they don't need most mobile gamers, then. Hmmm.

On android I think Nintendo should keep those three levels as a demo and have the 10 dollar paid version separate.

There are no demos in IOS right? I'm thinking that's why they did it like this.

That is an excellent idea. But demos are indeed allowed on iOS. They could have done it that way if they had wanted to. They chose not to.

This is tragic; so many people have come away with the misguided idea that SMR is an anti-consumer cash grab because of how it's presented. They see "free with in-app purchases" and assume F2P. 5 minutes later they find that it's not. They then think "bait and switch," which is not what it was supposed to be at all.
 
Don't worry, SMR will have new levels and they will charge $1-2 for the new levels, like angry birds.

There's your micro transactions.

I don't think the game will stay at $9.99 forever either. It will drop to $4.99, and eventually free for what early adopters paid $9.99 for.

Then they'll sell bonus level packs, costumes, new modes, etc for $
 
Don't worry, SMR will have new levels and they will charge $1-2 for the new levels, like angry birds.

There's your micro transactions.

I don't think the game will stay at $9.99 forever either. It will drop to $4.99, and eventually free for what early adopters paid $9.99 for.

Then they'll sell bonus level packs, costumes, new modes, etc for $
I doubt it. Nintendo will want to acclimate those they reel over to console for Mario to not be cheap.
 
The folks saying "we need to start teaching mobile gamers the value of software!" are unfortunately falling on deaf ears. The race to the bottom already happened. It's sad, it sucks, yes, we get that. But there's no going back.

At this point, folks are used to F2P game mechanics. The massive player base that doesn't want to spend any money can generate income via in-game advertising. If they hit a paywall, or if they find waiting/advertising to be too inconvenient, they will simply uninstall the app and find a different game to play. There are literally tens of thousands of options that all cost them zero. These people are not suddenly going to say, "you know? I think I'll start paying for my games from now on." They just won't.


So you're saying they don't need most mobile gamers, then. Hmmm.
Then the game isn't aimed at those people then. You think Nintendo didn't pick this approach and price without considering and realizing the outcome? The sheer size of the player base on mobile means of course there's an audience for this game and paid games. So large that paid games can sell millions of copies with the right exposure, and developers can make profits and expand thanks to the success of paid games.

It's small compared to the audience that supports F2P games, but that doesn't mean it isn't there. For example, in 2014, it was estimated that 1.5 billion people play mobile games. If only 1% of them are open to paying for games, that's an audience of 15 million people
 
"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.

Pretty much my thoughts. Dismissing traditional prices in favor of a wave of bullshit, endless carrots on sticks, ads, FUCKING TIMERS, etc... That shit is stupid.
 
As someone who has worked on several mobile free to play games, no they are not pro consumer, and no one working on them thinks they are
 
As someone who has worked on several mobile free to play games, no they are not pro consumer, and no one working on them thinks they are

As someone in the mobile free to play industry myself, free to play games are not inherently pro or anti consumer, just like most other products.

It all comes down to the implementation. There is plenty of room to offer a lot of value and to be "fair", there are many examples of games that happily do just that, and there are plenty of industry people who acknowledge and respect that.
 
As someone in the mobile free to play industry myself, free to play games are not inherently pro or anti consumer, just like most other products.

It all comes down to the implementation. There is plenty of room to offer a lot of value and to be "fair", there are many examples of games that happily do just that, and there are plenty of industry people who acknowledge and respect that.

The whole point is that if you're trying to implement a "fair" F2P model then you're doing it wrong. Worthy of respect, sure, but still doing it wrong.

Everything about how F2P functions dictates that you cast as wide a net as possible and provide as little incentive as possible to continue playing without paying up. There's no actual game design, just a carefully curated feedback loop designed for maximum psychological manipulation. Because in the end, your game is worthless if nobody pays up.
 
The whole point is that if you're trying to implement a "fair" F2P model then you're doing it wrong. Worthy of respect, sure, but still doing it wrong.

Everything about how F2P functions dictates that you cast as wide a net as possible and provide as little incentive as possible to continue playing without paying up. There's no actual game design, just a carefully curated feedback loop designed for maximum psychological manipulation. Because in the end, your game is worthless if nobody pays up.

Ugh, this is wrong on so many levels.

For a start, there is huge value in people playing long term, even if they aren't paying. It creates a much more vibrant and interesting game ecosystem and community, and helps bring more attention and users to your game. And that doesn't even factor in ads which can easily provide meaningful revenue even if players aren't paying directly.

And there is plenty of game design in free to play development. We employ a lot of talented game designers, and we spend a whole lot of time talking about, experimenting with, iterating, and implementing gameplay and game content.
 
The whole point is that if you're trying to implement a "fair" F2P model then you're doing it wrong. Worthy of respect, sure, but still doing it wrong.

I couldn't disagree more.

I've created a collection of 5 arcade-style card games. It exists on X360 right now, where it sold for $2.50 initially and later $1. It did alright for an XBLIG.

I'm planning to port it to mobile next year. It will be free-to-play with in-app purchases.

You'll be able to buy items such as wild cards, undo, skips, etc. to give you an edge and potentially boost your score. The items are bought with in-game currency. The currency is earned as you play based on score, but you will also be able to buy it with in-app purchases.

The currency will be sold in quantities that range in price from $0.99 to $9.99. The $9.99 purchase, if you choose to make it, will give you a ridiculous amount of the currency, so high that it would take weeks of straight play to spend it all. But even just the $0.99 purchase will give you quite a bit. Buying ANY amount will forever double the amount you earn for playing the game, plus unlock 2 additional play modes. And for the players that will never spend a dime at all, there will be an option to watch an ad to get some currency for free. You pay me, I pay you. What's unfair about that?

If the idea of the bonus items bothers you or feels like cheating, know that there will be 2 sets of leaderboards: one where the players used items, and one where they didn't.

Finally, there will be an alternate version of the game that is not free to download. It will cost a set amount, probably $0.99 or $1.99. It will contain no bonus items and no in-app purchases.

Please don't assume that everyone is out hunting whales.
 
It saddens me to see people actually preferring the F2P model over this.

The fucking morons have been brainwashed, they don't even know what's good for them anymore.

The people who prefer it, are people who want the game to be completely free (for them).
 
To clarify something, i don't think you fully understand Nintendo's mobile strategy. Mobile, as of now at least, is first and foremost a marketing platform.

They are using it as a way to introduce new audiences to their IPs. Then, they leverage that increase awareness to up-sell consumers into their "owned" ecosystems, which as of now, is more valuable to their current company structure (I.e their size of in-house talent, mostly assets from studios they own. Assets = people and IP.)

This has pay dividends so far... Pokémon is their most successful platform launch in IP history, and Mario has 20million "opt-in" registrations. That's 20 million people they can now re-target to convert to their future titles. And at $10 for a mobile purchase, they minimize risk of devaluation of the software within their own ecosystem... it's less of an up-sell for consumers now aware.

So, nailing it.

Mass revenue off mobile isn't their stated objective yet, maybe down the line but that's an entirely different strategy and they are aware of that. But for now, they can keep their company structure and size and leverage new awareness with younger demos (and parents), that mobile will bring, instead of Having to restructure their studios to support real, full time mobile development (much smaller teams, with a focus on post launch (so fewer new launches) and life-cycle monetization which is mostly data driven and not design driven, think major layoffs and more data scientists).

Read this post.
 
Cmon people. This thread is embracing the F2P model is the right way to go.

Just No.

F2P gives you a half experience that you may never actually fully have it.

I dont see people complaining about minecraft.
 
Man, Super Mario Run has spawned some of the dumbest threads I've seen on GAF in a while.

Thank God people who make these threads will never be anywhere near the position of running a video game company. They've been so wildly ignorant of not only what is good for consumers, but basic business and marketing strategy.
 
Man, Super Mario Run has spawned some of the dumbest threads I've seen on GAF in a while.

Thank God people who make these threads will never be anywhere near the position of running a video game company. They've been so wildly ignorant of not only what is good for consumers, but basic business and marketing strategy.

Next time you see Nintendo having an investors meeting, keep an eye out.

You'll quickly find that the posts you see on here are nothing compared to the shit that comes up there.
 
Next time you see Nintendo having an investors meeting, keep an eye out.

You'll quickly find that the posts you see on here are nothing compared to the shit that comes up there.

Exactly the greediness that sometimes Investors push is sometimes crazy. I know its a business and is for profit. But if the long term relationship with your customer base is damaged, whats the point of doing business?

Sometimes I see investors like Mexican Politicians, "As long as we get the money I dont care who gets fucked".

Sad but true, is all about the money, but sometimes ppl take it to another level.
 
Can it be a mistake if it was very deliberate?

Even if it doesn't do as well as any F2P game, if their intention is to not sacrifice their game design to a more profitable monetization model, then I think they're fine.
If they want to be different, and don't lose money doing so, that seems like a legitimate idea. It could pay off later if they can make a niche in "premium" mobile games or something like that.
Pandering to the masses or even simply following trends isn't always the only legitimate business strategy.


We could easily be having a different discussion years from now if Nintendo is able to make a successful norm out of this. Apple did the same kind of things with computers, and found success. Many other examples have failed trying to do their own thing.
I think it's way too early to call it a mistake. Taking risks and doing things differently is how we get new ways of doing things.
 
Can it be a mistake if it was very deliberate?

Even if it doesn't do as well as any F2P game, if their intention is to not sacrifice their game design to a more profitable monetization model, then I think they're fine.
If they want to be different, and don't lose money doing so, that seems like a legitimate idea. It could pay off later if they can make a niche in "premium" mobile games or something like that.
Pandering to the masses or even simply following trends isn't always the only legitimate business strategy.


We could easily be having a different discussion years from now if Nintendo is able to make a successful norm out of this. Apple did the same kind of things with computers, and found success. Many other examples have failed trying to do their own thing.
I think it's way too early to call it a mistake. Taking risks and doing things differently is how we get new ways of doing things.

I would be shocked if their Animal Crossing and Fire Emblem mobile games were "Pay once and get everything." Especially considering how badly they are taking the Super Mario Run launch.
 
To clarify something, i don't think you fully understand Nintendo's mobile strategy. Mobile, as of now at least, is first and foremost a marketing platform.

They are using it as a way to introduce new audiences to their IPs. Then, they leverage that increase awareness to up-sell consumers into their "owned" ecosystems, which as of now, is more valuable to their current company structure (I.e their size of in-house talent, mostly assets from studios they own. Assets = people and IP.)

This has pay dividends so far... Pokémon is their most successful platform launch in IP history, and Mario has 20million "opt-in" registrations. That's 20 million people they can now re-target to convert to their future titles. And at $10 for a mobile purchase, they minimize risk of devaluation of the software within their own ecosystem... it's less of an up-sell for consumers now aware.

So, nailing it.

Mass revenue off mobile isn't their stated objective yet, maybe down the line but that's an entirely different strategy and they are aware of that. But for now, they can keep their company structure and size and leverage new awareness with younger demos (and parents), that mobile will bring, instead of Having to restructure their studios to support real, full time mobile development (much smaller teams, with a focus on post launch (so fewer new launches) and life-cycle monetization which is mostly data driven and not design driven, think major layoffs and more data scientists).

This is probably the best post I've ever seen on how Nintendo is probably planning for and measuring the success of their mobile games. Great work.

People, pay attention especially to the bold. It explains why they're going with the "premium, one-time payment" pricing scheme for Mario Run.
 
It's been said before, but it's not that you have to pay for the game. Say what you want about it, but it's worth (IE it will sell for) $10 on the Nintendo name alone.

The issue is giving it for free and making it seem like a free game and then saying, hey buy this for 10 bucks. If it was 10 bucks in the App Store from the get go, some people would still complain, but I don't think there would be such an outcry over it.
 
I would be shocked if their Animal Crossing and Fire Emblem mobile games were "Pay once and get everything." Especially considering how badly they are taking the Super Mario Run launch.

They both were already supposed to be F2P, though this was pre-Mario Run.
Both have been delayed, but I could still easily see new titles made that are "pay once" still.

I just think it's too early to call, and Nintendo could easily have a vision it's trying to fulfill. Maybe they'll fold to investor pressure, but if they believe in making these types of mobile games, I could see them going through with it anyway.

Super Mario Run has made them money, and will continue to do so. Breaking the Day 1 record on the app store is no joke.
They'll learn from this experience, and potentially do better another time. Seeing it as a failure seems hyperbolic.

I've just seen people say this about companies before that didn't do the expected norm, like Apple, who have then go on to prove them wrong.
Henry Ford said that folks wanted him to just "build a faster horse". :P
 
It's been said before, but it's not that you have to pay for the game. Say what you want about it, but it's worth (IE it will sell for) $10 on the Nintendo name alone.

The issue is giving it for free and making it seem like a free game and then saying, hey buy this for 10 bucks. If it was 10 bucks in the App Store from the get go, some people would still complain, but I don't think there would be such an outcry over it.

Store page for the game, when introducing the game's six worlds:

Access to all 6 Worlds subject to purchase.

End of store page description for the game:

You will be able to download and enjoy a portion of Super Mario Run for free and can also enjoy all of the game content available after paying a set purchase price.

No one pretended this was a free game. That's just the way Apple's app store listings work.
 
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