By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo - Nintendo and iOS pirating

 

Would you pirate a $10 Nintendo iOS game?

Definitely Yes 28 27.18%
 
Probably Yes 10 9.71%
 
Probably Not 12 11.65%
 
Definitely Not 53 51.46%
 
Total:103
LurkerJ said:

Let's go with a more meaningful statement:

"The growth of our services business accelerated during the quarter to produce record results, and our installed base recently crossed a major milestone of one billion active devices,"

This was reported by Apple in January 2016. The number included Macs, Watches, iPads and iPhones.

I'll be generous and say Macs and Watchs amount to 200-300 millions active devices (they really don't). That means there were 700-800 millions ACTIVE iOS devices in January 2016.

By the end of 2016 Apple will have sold around 200 million in 2016, add that to the number of active devices number we got in January, and you will have around 900 millions active iOS devices. It can be a billion active iOS devices but let's go with the lower estimates. I am not gonna even bother and include the iPad sales.

Weeks after iOS 10 release, 60% of the userbase upgraded to it. The number NOW is naturally higher because iOS 10 was released months ago and every iPhone 7 sold ships with iOS 10 pre-installed. Why is iOS 10 important in this discusion? because there is no jailbreak for it, no jailbreak = no piracy. One can safely assume that 60-70% of the active install base are using iOS 10 and don't have the option to pirate in the first place.

I did a quick search and found some figures from a Cook keynote a little over a year ago, that Apple had sold until then, 500million Iphones, 200 million Ipads, 100 million Ipod touches (and 80 million Macs), which makes me wonder what the active device means. Of course, I have no clue how many Apple watches they have sold, but I'm doubtful anyone who owns a Mac, an Ipad, an Iphone and Apple watch (or a combination) is going to (or need to) pay separately for the software on every device (then again, if it's Apple and it's fanboys in question). On Android you'd need to pay only once for the software to access it on all your devices, don't know if works the same way on Apple devices.



Ei Kiinasti.

Eikä Japanisti.

Vaan pannaan jalalla koreasti.

 

Nintendo games sell only on Nintendo system.

Around the Network
derpysquirtle64 said:

I've seen somewhere that it will use 75MB per hour. It's not that much but I don't think that it is a good idea for mobile games to require internet connection.

Thats bs.. its on the phone itself..  it will only use very litle.. like 1 mb every hour.. max

Ontopic.. Forget the ones that dont buy games.. why should we talk about thoose loosers.. what matters is the ones that does.. and acording to many analytic.. record many will bye Super Mario Run



Conina said:
bdbdbd said:

And how many of those one billion (Ios devices) are in use? If there's 300 million in active use, that's 880 million non-pirates, though the addressable userbase is only 120 million.

According to Apple there were more than 1 billion Apple devices in active use in January.

They sold a lot more: 1033 million iPhone until September + 318 million iPads until September + more than 100 million iPod touch devices + the iOS devices of this quarter. Even if we ditch the 200 million iOS devices prior to 2012, more than 1.2 billion iOS devices were sold in the last 5 years.

The thing is though, this is using a metric of how many pieces of hardware out there can potentially run a game, but also however a great % of these devices are owned by people who will never, Ever, Ever, ever... ever, use them for a video game. Using the number of devices which are currently active as your potential customer base for video game sales would be the same as attempting to suggest that every PC in the world is a potential customer for a low end indie title on Steam, Sure each PC could potentially play the software, does that mean the owner of the PC will play it? no of course it doesn't.

As for the OP here.

The Poll here is missing one very important answer btw, there is a "No I wouldn't pirate this software option" but there is no, "No, I wouldn't pirate this software, as I have no intention of buying/playing it" you have around 42% of people saying they will not pirate the game, but what % of those would buy the game?



Why not check me out on youtube and help me on the way to 2k subs over at www.youtube.com/stormcloudlive

I hope it disappoints Nintendo, last thing i want is them focusing on shitty mobile games.



bdbdbd said:
LurkerJ said:

Let's go with a more meaningful statement:

"The growth of our services business accelerated during the quarter to produce record results, and our installed base recently crossed a major milestone of one billion active devices,"

This was reported by Apple in January 2016. The number included Macs, Watches, iPads and iPhones.

I'll be generous and say Macs and Watchs amount to 200-300 millions active devices (they really don't). That means there were 700-800 millions ACTIVE iOS devices in January 2016.

By the end of 2016 Apple will have sold around 200 million in 2016, add that to the number of active devices number we got in January, and you will have around 900 millions active iOS devices. It can be a billion active iOS devices but let's go with the lower estimates. I am not gonna even bother and include the iPad sales.

Weeks after iOS 10 release, 60% of the userbase upgraded to it. The number NOW is naturally higher because iOS 10 was released months ago and every iPhone 7 sold ships with iOS 10 pre-installed. Why is iOS 10 important in this discusion? because there is no jailbreak for it, no jailbreak = no piracy. One can safely assume that 60-70% of the active install base are using iOS 10 and don't have the option to pirate in the first place.

I did a quick search and found some figures from a Cook keynote a little over a year ago, that Apple had sold until then, 500million Iphones, 200 million Ipads, 100 million Ipod touches (and 80 million Macs), which makes me wonder what the active device means. Of course, I have no clue how many Apple watches they have sold, but I'm doubtful anyone who owns a Mac, an Ipad, an Iphone and Apple watch (or a combination) is going to (or need to) pay separately for the software on every device (then again, if it's Apple and it's fanboys in question). On Android you'd need to pay only once for the software to access it on all your devices, don't know if works the same way on Apple devices.

"The growth of our services business accelerated during the quarter to produce record results, and our installed base recently crossed a major milestone of one billion active devices"  This is Cook's statement, he said that in January 2016.

"An active device is a device that has engaged with Apple services over the past 90 days" another quote from the same keynote. Apple services include the App store and iCloud.

The point remains, no matter how you slice the numbers, you end up with a very large addressable install base. Not to mention, Apple has been aggressively promoting the game on the App store. No other App has enjoyed such exposure on the App store, that says a lot giving the game isn't released yet!



Around the Network
Ganoncrotch said:
Conina said:

According to Apple there were more than 1 billion Apple devices in active use in January.

They sold a lot more: 1033 million iPhone until September + 318 million iPads until September + more than 100 million iPod touch devices + the iOS devices of this quarter. Even if we ditch the 200 million iOS devices prior to 2012, more than 1.2 billion iOS devices were sold in the last 5 years.

The thing is though, this is using a metric of how many pieces of hardware out there can potentially run a game, but also however a great % of these devices are owned by people who will never, Ever, Ever, ever... ever, use them for a video game. Using the number of devices which are currently active as your potential customer base for video game sales would be the same as attempting to suggest that every PC in the world is a potential customer for a low end indie title on Steam, Sure each PC could potentially play the software, does that mean the owner of the PC will play it? no of course it doesn't.

Sure, we never said that though. We only claimed that Nintendo & Apple can advertise the game to a very large userbase, Nintendo will be be printing money even if we were allowed to play offline. 



FromDK said:
derpysquirtle64 said:

I've seen somewhere that it will use 75MB per hour. It's not that much but I don't think that it is a good idea for mobile games to require internet connection.

Thats bs.. its on the phone itself..  it will only use very litle.. like 1 mb every hour.. max

Ontopic.. Forget the ones that dont buy games.. why should we talk about thoose loosers.. what matters is the ones that does.. and acording to many analytic.. record many will bye Super Mario Run

75mb per hour was reported by appleinsider. We'll see if that's true.

The internet connection requirement is bad not because some people won't be able to pirate the game but because it is unknown what will happen if you get disconnected. If it will throw you out of the game then it's bad. For example I play mobile games and handheld games mostly in the subway where internet connection can be lost between stations. Will I be able to play this game without being interrupted every time I lose a signal?



 

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



Why not check me out on youtube and help me on the way to 2k subs over at www.youtube.com/stormcloudlive

derpysquirtle64 said:
FromDK said:

Thats bs.. its on the phone itself..  it will only use very litle.. like 1 mb every hour.. max

Ontopic.. Forget the ones that dont buy games.. why should we talk about thoose loosers.. what matters is the ones that does.. and acording to many analytic.. record many will bye Super Mario Run

75mb per hour was reported by appleinsider. We'll see if that's true.

Welp. I didn't know that... " the game requires a persistent internet connection to play that will consume 75 MB per hour or less on wireless.". This is shit if true. I'll be making sure to play on Wifi only.

I can't imagine Cook is happy with Nintendo making public statements about iOS piracy with no real numbers to back up their claims.



derpysquirtle64 said:
FromDK said:

Thats bs.. its on the phone itself..  it will only use very litle.. like 1 mb every hour.. max

Ontopic.. Forget the ones that dont buy games.. why should we talk about thoose loosers.. what matters is the ones that does.. and acording to many analytic.. record many will bye Super Mario Run

75mb per hour was reported by appleinsider. We'll see if that's true.

The internet connection requirement is bad not because some people won't be able to pirate the game but because it is unknown what will happen if you get disconnected. If it will throw you out of the game then it's bad. For example I play mobile games and handheld games mostly in the subway where internet connection can be lost between stations. Will I be able to play this game without being interrupted every time I lose a signal?

offcourse..?.

Nintendo want people to be happy.. so some kind of "the game stops the moment you dont have a signal" dont make sense.. like come on.. :)