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robzo100 said:

Super Mario Run is right aorund the corner. I went to the NYC event where Miyamoto debuted it and I played it. I'm older so I wans't floored by its "newness" especially since aesthetically it is anything but new, but it was solid fun and without a doubt of the high teir class of iOS games, of which there are not many.


So, how does Nintendo handle it? It is online only to prevent piracy. Here is the defense we hear:

 

  • SMR is a higher-quality mobile game with higher production costs than average mobile games
  • SMR offers no in-app purchases or ads, and therefore 100% of their profit comes from the single intitial purchase of the game
  • iOS has upwards of 60% piracy rate (Android has 95%)
  • SMR is $10 (ten times more expensive than the average mobile game), logically it is far more likely to be pirated.
  • Nintendo as a company has [likely] been greatly hurt by piracy in the past, specifically with regards to their portable platforms
I can't argue with these things really. It's unfortunate a mobile game can't be played well in mobile situations (airplane, subway, etc.) but then again Wifi is clearly improving to the point where trains are reliable now, and subways may not be so far away. The important point is that a precedent has been set with the first official Nintendo App with a dollar sign attached to it.

So then, is this how Nintendo will follow suit from here on out for the mobile division? What are they reasonably not budging on?

 

Wait are you suggesting that the average mobile game is $1? in my experiences of all the games I've played very few of them have any up front payment request, the vast majority of Mobile games entry cost is $0 and then make use of IAPs to get their earnings that way, even Nintendo/Niantic's Pokemon Go is completely free up front so I would dispute the $10 fee being 10x more than the average mobile game, I think it would be far far greater since when you factor in all of the apps you can get for $0 the average will be closer to nil than $1



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