ktay95 said: $10 is well above what a majority of people are willing to pay though thanks to the race to the bottom on mobile. I'm sure Mario will help it sell at that price but I don't see it selling all that well at $10. Especially when you consider it's gameplay which is literally just tap or tap and hold. F2P runners do more than that. |
This sounds about right. Super Mario Run is trying to use a more mobile Rayman style development platform to avoid being classed as a general infinite runner, yet the gameplay manages to be less involved than Temple Run 2 that I have had on my phone for what feels like ages now. I've enjoyed Temple Run 2 at no cost to me, as I did the original, and other infinite runners have done a fine job crafting a f2p experience that isn't just pay to progress. The runner genre is overflowing, to be honest, and past hosting a recognizable mascot, Super Mario Run doesn't appear to do much to differentiate itself.
Especially on mobile, you can port full games that were console experiences, and people will still be hesitant to pay $10 when they can get a bite sized experience for free that more fits the on the go platform, or games that are a bit more involved that offer themselves at $5 or less and balance out optional microtransactions to help justify the lower pricepoint.
I know Nintendo stated at the Apple conference that their goal was to make a game that you pay for once, and you never need to spend another penny. At the same time, that runs counter to the mobile development model that has supported apps that cost a few dollars to thousands of apps that cost nothing and still offer fun and varied experiences. If I like a game, I'll gladly spend a couple dollars to get rid of ads, but asking for $10 up front for a game I may end up dropping after a day or two seems pretty risky and is unlikely to get a sale from the more fickle mobile gaming audience.