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Forums - Nintendo - I think Super Mario Run pricing is awesome!!!

I never expected Nintendo to put a Free-To-Play, because FTP puts games mechanics behind a pay-wall, wich can be quite annoying sometines. And much less I expected a totally free experience with ads to make revenue. 

And 10 USD makes the most sense, I know Nintendo has put a lot of effort into the making of this game, and 10 USD is what a full experience should cost in a mobile device.

About being iOS first, well, it`s the right decision, since the iOS enviroment is much more stable and it`s easier to put a cohesive experience, while in Android fragmentation is a big problem. Android needs more tweaking to give the experience Nintendo can offer with less effort in iOS.

I don`t think revenue has much to do with it, since even Android being rampant in piracy, it`s the biggest OS out there, just like you can`t release a game only for Mac because Windoes has piracy.



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I've never bought an app for my phone. Don't think I'm about to start now.



$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.



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.



 

"I think Super Mario Run pricing is awesome!!!"

Isnt 10$ way above what most runner games goes for? how is that awesome?



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JRPGfan said:
"I think Super Mario Run pricing is awesome!!!"

Isnt 10$ way above what most runner games goes for? how is that awesome?

 

Because this is a sign of the quality perceive in their product, and I actually hope it does well. Mobile gaming is beyond mediocre as it is now, just a bunch of half baked free to play that begs to our money every click. I think if Super Mario Run succeeds with this price it will help to bring more quality to mobile games, since it is a race to the bottom right now. The quality of mobile games has been in downhill for quite sometime now, with things like Candy Crush and Jetpack Joyride being the biggest drivers of revenue. And Super Mario Run is going to sell tens of millions.

invetedlotus123 said:
Because this is a sign of the quality perceive in their product

My perception of quality is highly influenced by the use of unoriginal assets. I.E repackaged NSMB assets they've been using for a decade.

No this game won't sell tens of millions, and there are some excellent quality mobile games out there already, although admittedly some of the less quality ones are the highest earners.



invetedlotus123 said:

I never expected Nintendo to put a Free-To-Play, because FTP puts games mechanics behind a pay-wall, wich can be quite annoying sometines. And much less I expected a totally free experience with ads to make revenue. 

And 10 USD makes the most sense, I know Nintendo has put a lot of effort into the making of this game, and 10 USD is what a full experience should cost in a mobile device.

About being iOS first, well, it`s the right decision, since the iOS enviroment is much more stable and it`s easier to put a cohesive experience, while in Android fragmentation is a big problem. Android needs more tweaking to give the experience Nintendo can offer with less effort in iOS.

I don`t think revenue has much to do with it, since even Android being rampant in piracy, it`s the biggest OS out there, just like you can`t release a game only for Mac because Windoes has piracy.

Is it really a full experience?



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Here in Mexico this will be like 200-250 pesos. Too much for this mobile game.



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I think is awesome that is not a free to play game but 10$ is not so awesome, 5 would have been awesome.