Nintendo says it doesn’t have plans for any additional Super Mario Run content
9to5mac.com
9to5mac.com
This industry is so incredibly frustrating. You can't please everyone, but it seems like you can't please anyone, ever, anymore.
If you hype it, they will hate it. This seems to be the new world we live in. You almost have to subtly release something, let crowds pass it around online and feel like they are responsible for its success, put some of the "ownership" behind those hyping it, and then they can't hate on it when it comes out.
The complainers are always louder than the praisers.
People complain about SuperCell and in-app purchases in their games, but it's funny to think about how much money they make. Employees and founders there are among the highest earning people in Finland and pay the most taxes among individuals in Finald, so certainly if people are upset they aren't voting with their wallets.
Super Mario Run isn’t living up to the expectations for Nintendo and investors
Many investors in Nintendo are worried about the overall profitability of the game
Investors point to games like Pokémon Go
Some hoped that Nintendo was planning additional content to make the game more lucrative
There are a few mentions of players: mixed reviews from players
This feels more like a throw-away comment about the reaction to the game, rather than specifically commenting on the lack of in-app purchases. it may frustrate some players who had hoped Nintendo was finally betting big on iOS
Even this isn't about the gameplay, but whether Nintendo will make enough money to justify carrying on with iOS.This. People really seem to struggle to learn that if you massively hype something in advance, a lot of people are going to be disappointed. Even if it's good, but just not as good as they were expecting, they will feel disappointment.
It's been advertised on the front page of the App Store for over a month, which is more promotion then I've ever seen Apple do for a game, but although this game is good, it doesn't feel good enough to be the most promoted game in iOS history.
Worse, if you look at the big spenders, you usually find people with mental health issues, and money launderers using stolen credit cards to level up and then sell accounts.
[source: anecdotes from acquaintances with experience with multiple sides of these issues]
IAP is an issue but it's not Nintendo's fault. They clearly wanted a way to try before you buy to entice more people to download, and this is the standard model that Apple has put together.
[0] http://www.polygon.com/mobile/2016/12/9/13897536/super-mario...
Hardly anyone discovers apps outside the 'featured' and 'top paid' or 'top free' lists on the app store, so any loss in downloads drops you down those top lists, which can cost you a serious loss in potential revenue and is thus unacceptable.
Also if you have a free and paid version you're forcing the user to download your game all over again just to purchase it, which adds friction to the purchase, which anyone in sales knows even a single extra click lowers the odds of people buying something by a lot.
So the only thing that makes sense for most apps is to make your app free and allow people to spend money in the app to either unlock or acquire something in the game.
There are some apps that are better served on the paid tiers, but those are usually apps that have enough visibility (or built-in audience, i.e. Cartoon Network games) and possibly a high enough price on other platforms that people would expect to pay something anyway (i.e. Minecraft Pocket, Square Enix games), or serve a niche audience of people that don't mind paying (i.e. app versions of board games whose prices are set at fraction of the price of buying the physical board game).
Indeed. I don't think Apple gets enough blame for how they've (mis)managed the app store - especially in terms of available pricing models. The current approach encourages lots of "free" apps and games loaded with IAP and micro-transactions.
If it occurs more often, and is common, then I can see the problem.
[0] http://www.reuters.com/article/us-nintendo-supermario-idUSKB...
I find the term "new content" a bit weird here. What does it mean? New levels? New characters? New items in the shop? New challenges? New gameplay mode? Any of these? If we assume that a new type of challenge or a game play mode would count as new content, Super Mario Run just sent an in-game notification that a Toad Rally type game could be played with friends as a friendly challenge, without gaining or losing any coins or toads. How many times one can play this everyday depends on the number of worlds conquered and the number of friends one has on the game. Of course, this is free for the current players without updating the game from the app store. This feature wasn't available before. So Nintendo had already built this into the app and just flipped some switch today. Who knows how many such hidden features exist that would be turned on gradually to sustain player interest and keep them engaged?
I didn't purchase the full game because, compared to many others, I find these games difficult to play and win. I have some other nitpicks as well - coins are basically useless (except to build some decorations), Toad Rally tickets are hard to win, getting the colored coins beyond the pink ones is quite tough and sometimes even impossible without using the bubble to go backward. So it didn't seem worth spending so much money to just play a few levels with limited advancement.
I would've liked the game to have a range of difficulty levels on the plus and minus side of what currently exists.
If at all anyone from the Nintendo team that built Super Mario Run is reading this, please focus on making Toad Rally more accessible and better.
That sounds like additional Super Mario Run content for me. Just the free kind people like.
But why build a two-hour game and stop there?
Over saturation, artificially create more demand. Nobody goes back to an all you can eat buffet because the steak was so well prepared. Wouldn't a 30 level expansion be inexpensive to develop and well
received by fans?
Generally no. DLC doesn't typically sell at a high rate. Also a Nintendo shareholder you should be aware they don't sell DLC's.I don't even understand your support over this business model. ATVI supports this model and is down ~$2 on the year. While NTDOY has avoided it and is up ~9 on the year. KING who heavily practiced this model is no longer trading.
Going out 5year there has been little difference in the per-share profit. So the market really doesn't validate this business model. It is a model, it works, but it isn't wildy successful... The only justification I can see for it is chasing trends.
Once you've built out the infrastructure, isn't the hard part done,
and additional art/level assets are comparatively less expensive?
This is also true for releasing future games at a premium point.Why sell 30 levels for $1. When you can sell 5 for $1 every 6 months? One is a far steadier revenue stream.
This is completely false. There's plenty of DLC (new characters, maps[1]) for Super Smash Bros. Wii U & 3DS.
Criticizing the payment model seems fair, though. However cynical and toxic you might think the typical mobile game's monetization scheme is, when in Rome...
A fair bit of money, but for a company like Nintendo I could see development costs already getting up there, to say nothing of advertising, ongoing maintenance, and so on. Maybe they really will lose money on it.
Mobile games are hard. For a game with this pricing model i.e. you pay up front, you get a high quality game, you play it (Monument Valley might be a similar example), even with really good market saturation (which is how I'd describe what SMR has accomplished but, again, I'm not an expert), $25M is great. To make a few comparisons based on probably-wrong numbers I found on Google for some excellent games, Tiny Wings made about $5M and the fairly well-known Monument Valley did about $15M.
Those developers doubtless kept costs down by limiting their staff and project scope and relying on word-of-mouth/viral/whatever marketing. As I see it, any other approach with the straight-up pricing model is simply not going to make you any money 99% of the time. The people really making money on mobile games have set up Skinner boxes where "whales" can drop thousands of dollars a year in "micro"transactions.
Maybe this is all bullshit; I'm just fascinated by the idea that you can release a relatively simple game, break download records on the app store with 8% of those downloads getting you $8-10 per (making some dumb assumptions about Apple's cut), and still lose money.