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Forums - Sales Discussion - Super Mario Run Reaches 78 Million Downloads, 5% Have Paid

GProgrammer said:
Goodnightmoon said:

You sure you didn't dreamed that?

No,Its doing half of what they expected.

"Nintendo's CEO, Tatsumi Kimishima, isn't impressed, and said he had expected a conversion rate in the double digits by now."

Any reliable source for that?



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JRPGfan said:
potato_hamster said:

How much did the game cost to make and market? How much of that 40 million does Nintendo get?

40 million of revenue doesn't mean the game was profitable to make, and even if it did make a profit, it might not have made a profit significant enough for it to be labelled a success.

Im guessing nintendo spent little to nothing on marketing.

However Apple probably took half of that 40m revenue they made off it.

So 20m for Nintendo, and then production costs + marketing.

Its still a pretty good profit, for something that likely didnt take much work to make.

I doubt it...standard cut for major digital stores (Steam, Google, Apple) is 30%.



HoloDust said:
JRPGfan said:

Im guessing nintendo spent little to nothing on marketing.

However Apple probably took half of that 40m revenue they made off it.

So 20m for Nintendo, and then production costs + marketing.

Its still a pretty good profit, for something that likely didnt take much work to make.

I doubt it...standard cut for major digital stores (Steam, Google, Apple) is 30%.

Considering that publicity that Apple provided Nintendo, it may not be a standard percentage.



Goodnightmoon said:
GProgrammer said:

No,Its doing half of what they expected.

"Nintendo's CEO, Tatsumi Kimishima, isn't impressed, and said he had expected a conversion rate in the double digits by now."

Any reliable source for that?

The Wall Street Journal interviewed Him.

I wonder how much better they would of done if it was free and charged $1 for each 5 new levels and released a set of 5 levels each week

The game is not even in the top 50 grossing app's just a couple of months after its high profile release, look at all those far older games grossing more than it.



The WSJ article posted a few pages ago said Nintendo got $50 million in revenue from Super Mario Run. According to the article the app perform better the analysts expected but under what Tatsumi Kimishima expected. Because of paywall I cannot tell if he was dissatisfied with sales of the game or the overall profit. The sub-headline suggests the latter, but again, I can't see most of the body.

here it is again. https://www.wsj.com/articles/nintendo-profit-buoyed-by-weak-yen-1485848404

Edit.  Got into the article through google.  It was the app, but what he said he was disappointed in was that less than 10% of those who downloeded the app payed in the end.  The article does not say that he was disappointed in the revenue or the profits, though he may still have been.



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Still no Android? It says soon available in the Playstore.



That will go up dramatically with the Android release. There are more Android devices than Apple ones.



Money can't buy happiness. Just video games, which make me happy.

It shows how much grew accustomed with freemium. Many people said in their reviews " It sucks, you need to pay". Wich is kinda odd since the single 10 USD purchase probably will be much less a person would spend in in-game cash if it were freemium.

And it shows how Nintendo respects their IPs. They could just made it freemium and make a lot more money, but this would mean the gameplay would suck.



$10 would be worth it if Toad Rally gameplay wasn't gated behind an 8-hour wait on a randomized minigame.

So, this doesn't surprise me at all.



 
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The problem here is Nintendo thought mobile phone players would be smart with their money. They're not. If you look at the pricing, Super Mario Run is actually cheaper than most mobile games. Nintendo is asking for a payment of $10 just one time. That's all you'll ever have to pay. With most other games, players might end up spending twice as much as they would on a couple of $60 over a period of time. I think Miyamoto actually explained this honest approach to pricing.

So we learned two things. First, the consumer is an idiot. Second, Nintendo could have made more money by actually ripping them off. It's kind of sad.



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