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Forums - Gaming - Profitability of Miitomo

daredevil.shark said:

You admitted. If it's ain't for everyone then it won't reach everyone. Plus in the app market there are tons of better games. It doesn't matter what Nintendo is planning (do you admit that the game is incomplete that will be completed with updates?). Btw me and my friends aren't having fun. Fact many of my friends don't know the existence of the app. To each his own.

What exactly reaches everyone? Not even the Internet and the mobile market reaches everyone, FFS. Miitomo is not exactly a game, it's a social app, which is not the same. They'll make games with Nintendo's known IPs in the future. Miitomo will go through updates, that doesn't make "the game" incomplete. It will go through updates like every social media we know. Every single one of them. This is not a game which will be complete by DLCs or something like that, you're getting it wrong. And of course the app is not widely known, it was just 2 weeks on the market. I'd say that 3M downloads in one week is not bad for a brand new app. Who knew about Facebook in 2004? It's hard to know what Miitomo will become in the future, and what the user base will be. It's almost impossible. And you can't possible say that you and your friends don't have fun with it as an indicator of anything. I don't like GTA games and I expect them to sell like hotcakes. 



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Miitomo isn't trying to be profitable.



The app is fine so far but yeah I think they need to add more content.



I think this is a brilliant idea, tbh. It kind of feels like Nintendo's trying to conquer the mobile market in the same way that a developer would try to conquer the console market: by building up a reputation. Maybe each game won't be quite as profitable as the Candy Crushes out there, but it's also a great way to avoid becoming just another one hit wonder. If Nintendo can get mobile users to recognize them as a good mobile developer, I think that this can work. I used to be completely opposed to this, but I like this different sort of approach to the mobile market that they're taking.



Like almost everyone alreadys said, Miitomo isn't expected to generate money, it has different purposes. OP seems to think it should be like every other mobile app. Basically, what you re saying is: Miitomo is too different, it will fail, Nintendo should have made Farmville instead. I guess EA would go that route, but this is Nintendo we are talking about.

Also, even if Miitomo never broke even, it would still be successful for Nintendo in generating brand recognition and broaden their user base. It is not a business model itself, but instead a part of a bigger business model. While a component of that might not be profitable, the whole will be. And finally, I think Miitomo couldn't have very large development costs and probably broke even already.



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The app was never about making money, but get people to sign up for My Nintendo and to be a way for freely advertize other Nintendo products, be it NX, other upcomming Nintendo games and more.Thats the real purpose.And if they play their cards right, could be huge for Nintendo



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1

Volterra_90 said:

Miitomo is not about profitability, it will be a platform/app to promote Nintendo most famous IPs, new consoles like the NX, etc. Basically, to strengthen the Nintendo brand. So I think that their intention is to expand the Miitomo user base and try to bring them into the Nintendo gaming world.

I was surprised to see that Miitomo is in the top 100 in profits right now, though (I think I've read in USA?). With in-game money you have enough to buy a lot of cool stuff.

Basically, Nintendo itself said that point of Miitomo is to people make Nintendo account and prepare them for future mobile games, and in same time used it to marketing other Nintendo products.



palou said:

While Miitomo will without a doubt be able to cover its production costs, it is, by design, unable to access the largest part of the mobile market.

The app attempts to obtain small amounts from a large amount of people, but cannot capitalize suffiecently on any developping addiction to the game.

Top grossing apps generally target a small amount of people, unable to control their addiction. These have to give the player options to continuously progress, (for which one has to pay for), options which are objectively better in the game than what you currently have. People with personality issues (self-esteem, etc...) will then be tempted to spend increasing amounts to somehow distinguish themselves from the masses, and gain false recognition. A well designed game will temporarily let you feel a sense of achievement, and progressively match you up with people equally having purchased the same options, which regives incensitive to spend further amounts. A cognitive bias that the person has against losing money (having already spent a certain amount in the game, people have difficulty abandonning their investments, and can be tricked into spending even greater sums.)

This buisness model can quite frequently get thousands of dollars from the target population. Miitomo, on the other hand, will find it hard to get much more than 10 out of anyone. The problem is that after a purchase, the customer is satiated. The costumes that you have are objectively identical in value. The cognitive bias against loss will, in this case, quite in the contrary, encourage the user to buy nothing further for some time, as the person will attempt to justify the value of the purchase by using the costume longer. 

Thus, it is quite impossible for the app ever to reach the top grossing spots of the mobile market, matter not the popularity. If Nintendo entered the buisness to get their share of the massive amounts currently circulating, a drastic change in the nature of the purchase options will need to be made in upcoming games.

 

Discuss.

Have you tried Miitomo?

There are rewards and levelling up for changing costumes and building up your wardrobe. If you want to place other people's mii's in photographs, you have to dress them from your wardrobe, so you need enough to go around. The stock in the shop changes each day, so plenty of chance for a unique look. There are minigames that give you the chance to win exclusive garments - tickets to play these games are either earned within the app or more coins bought with real money.

Levelling up also brings in more points, which can be accumulated for discounts on games and to buy games outright. It should be noted that Miitomo points can be combined with MyNintendo Platinum points to do this.

I can't comment on how successful this strategy will be, but your assumption on Miitomo's likelihood for profitability so far is based on incomplete information.

It's also worth noting that Nintendo are using the app more to grab the attention of the userbase they lost, by knocking on the door of the devices these people are now playing with. They've linked to FB and Twitter, expanded the Friend functions to invite Friends of Friends, and have removed censorship.

Miitomo is not a game. It's a curious take on a social app, and it seems to me Nintendo are gambling on its quirkiness to drive its popularity. It's still in its infancy, and it's too early to say how much of a hit it will be. However, I don't doubt they'll add more content and expand its compatibility with other social apps as it goes along.



For those who cares, here's the current ranking of the app (iOS, as taken from Appannie)

By downloads:

Country Rank change
7 ▼4
9 ▼6
15 ▼6
15 ▲4
18 ▲4
18 ▲1
20 ▼1
20 ▼8
28 ▼4
31 ▼4
36 ▼5
37 ▼15
38 ▼24
42 ▼16
51 ▼19
729 ▼306

By Revenue 

Country Rank change
68 ▲133
100 ▼22
103 ▼9
190 ▲31
227 ▼70
258 ▼70
269 ▲30
272 ▼162
276 ▲114
306 ▲23
311 ▼72
366 ▼57
414 ▼136
485 ▼261
652 ▼2
895 ▼489

Source:

https://www.appannie.com/apps/ios/app/miitomo/app-ranking/#device=iphone&daily=2016-04-09&type=grossing-ranks