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Forums - Nintendo - Introduction to Super Mario Run

Goodnightmoon said:
Barkley said:

Should be free to play, $10 for that? lol

Kingdom Builder looks absolutely pointless and extremley limited from what's shown there.

Should be free... And how the hell do they win money? Mictrotransactions to jump higher or what?

There's many ways to monetize a mobile title. There's a reason most mobile titles are free to play.



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Barkley said:
Goodnightmoon said:

Should be free... And how the hell do they win money? Mictrotransactions to jump higher or what?

There's many ways to monetize a mobile title. There's a reason most mobile titles are free to play.

Yeah, and there is a reason why this one is not



Goodnightmoon said:

 Yeah, and there is a reason why this one is not

Mobile games have a much higher chance of success and a FAR greater revenue limit when they utilize micro transactions. But oh well, it's a game that uses assets they created almost a decade ago, so their laziness will hopefully translate into limited profits. God bless the NSMB series.

 



Barkley said:

Goodnightmoon said:

 Yeah, and there is a reason why this one is not

Mobile games have a much higher chance of success and a FAR greater revenue limit when they utilize micro transactions. But oh well, it's a game that uses assets they created almost a decade ago, so their laziness will hopefully translate into limited profits. God bless the NSMB series.

 

So how you will make the game profitable then? Microtransactions to jump, limited to 3 lifes per day, ads in the middle of the game? How are they supposed to make it so is free and profitable without ruinning the experience? I mean, I can understand if you think 10 is too much, is debatable, but is totally understandable. However there is no way the experience will benefit from being free, at least it has a free demo to see if you like it enough before buying it.

Also, while the NSMBU lazyness is real (only in this gen though, it was pretty great las gen) it doesn't really make sense that they have to make all new assets when the ones they have fit perfectly with mobiles and is highly recognizable thanks to the succes of the NSMB series and Mario Maker, is that only lazyness or is also common sense? 

I really doubt this game will have "limited" profits tbh, if something they will be limited to even higher ones for being Ios exclusive.



Goodnightmoon said:

Also, while the NSMBU lazyness is real (only in this gen though, it was pretty great las gen) it doesn't really make sense that they have to make all new assets when the ones they have fit perfectly with mobiles

I really doubt this game will have "limited" profits tbh, if something they will be limited to even higher ones for being Ios exclusive.

True, there's nothing really wrong with using NSMB assets for a mobile game, I'm just bitter over the last decade of 2d mario and seeing those models reaer there ugly head yet again brings out the worst.

I'm sure the game will do well, as for how they could have monetized it in a different way... well collecting is a great one for mobile games. They could have multiple different characters you have to collect, using a shard system similair to Star Wars Galaxy of Heroes and other mobile games. But yeah the type of game (runner) does make it hard to monetize well in a way that isn't complete BS (stamina).



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Not outrageous or anything, but $10 seems a bit steep. Just a little. I have 2 of these runner games and the combined cost of entry was $0....I did end up paying around $5 for extra gleep-glorps or whatever, but still....



- "If you have the heart of a true winner, you can always get more pissed off than some other asshole."