derpysquirtle64 said:
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?
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Seeing how often Ios 10 loses signal, you better hope so.
Ganoncrotch said:
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?
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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
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This propably means the software you actually pay for - remember, every corporate message you read or hear has some sort of spin in it.
FromDK said:
derpysquirtle64 said:
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?
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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.. :)
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Lots of stuff Nintendo has done lately doesn't make any sense...
LurkerJ said:
bdbdbd said:
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.
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"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!
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I'm not arguing here about if a userbase (or the non-pirating one) wouldn't be big, just that the percentage seem so high there's likely some sort of spin in it. Of course, three months is a timeframe you don't need to have a device in daily, weekly or even in monthly use, and knowing Apple, it's more likely that it's the number of devices (ever) linked to Apple accounts that visited Icloud or app store in the last three months.