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Forums - Nintendo - Kimishima: Revenue From Mario Run Did Not Meet Our Expectations

Dr.Vita said:
Probably expected the same hype as Pokemon GO.

Do you see the word revenue?

What does hype have to do with revenue?

 

Pokemon go is a free to play game with in-app purchases, Super mario run is a free to start game ( 3 levels ) , then you have to pay 10$ for the full game.

It 's near 100m downloads on iphone/ipad alone but only 5% purchased the app, 50$m revenue isn't bad though!

If it managed 100m download  on ios, it  could do more than double of that on Android, since the user base is way bigger, so it may approach Pokemon Go number of downloads.

 Super mario run is expensive for a mobile game/app, even though,  it's completely absurd that mobile gamers who spent so much money for the devices they play and many more on microtrasactions of other apps than the cost of super mario run, are complainging about the 10$ of Super mario run...

Mobile gamers would be satisfied with 2-3$... Yeah but  initial price for Mario game at 2$-3? Utter devaluing!

Perhaps, the could drop it to 6$ at maximum, even though mobile venture is more  for enticing people to  acquire their hardware and its software ( Pokemon go  and 3DS/ Pokemon SUN & MOON sales boost, proved that it works )  than making money, plus that people who bought it at 10$ could be disgruntled if Nintendo cuts the price, for obvious reasons !



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etking said:

The mobile Fire Emblem feels cheap, overloaded with pay crap and is not worth playing. But it might generate more money than Mario. Mario also was overpriced and and not a real full game. If they want people to pay, they need to deliver high quality software.

Full games are for their dedicated hardware! Thus, Nintendo makes that kind of games on mobile to lure them to buy their hardware and software on it ! ( And I want them to do the same with PC )

As for the quality? Are you  sure that mobile gamers are the kind of gamers that seek for that? 



It makes perfect sense. Brand exposure is your main goal, while revenue from mobile is desirable but of lesser importance.

So what's the plan?

Over-price your average-ish game so that it becomes decidedly less popular than under other models.

Brilliant.

I'm also loving the "it's the consumer's fault" defense. That should help matters tremendously. Nintendo should follow the examples of their followers and have Reggie do some ads: "You think Mario Run is too expensive? What's wrong with you!"



Jon-Erich said:
So people aren't willing to pay $10 for a full Mario Run game, but are willing to spends hundreds of dollars throughout the year on a game they claim they didn't have to pay for. People are stupid.

Or they pay $2 - $3 for a full Rayman Jungle Run game or for a full Rayman Fiesta Run game, which they can even play in offline mode. People are smart. ;)



It's ok, next time



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pokoko said:
It makes perfect sense. Brand exposure is your main goal, while revenue from mobile is desirable but of lesser importance.

So what's the plan?

Over-price your average-ish game so that it becomes decidedly less popular than under other models.

Brilliant.

I'm also loving the "it's the consumer's fault" defense. That should help matters tremendously. Nintendo should follow the examples of their followers and have Reggie do some ads: "You think Mario Run is too expensive? What's wrong with you!"

Of course it's expensive for a mobile game/app!

However, I expended 500-800$ for an iphone, I spent 25$-100$ on Pokemon go on microtrasactions and I'm a very logical person if I'm complaining for super mario run costing 10$...

So what's wrong  with defending Nintendo in that particular case? It's justifiable! 



pokoko said:
It makes perfect sense. Brand exposure is your main goal, while revenue from mobile is desirable but of lesser importance.

So what's the plan?

Over-price your average-ish game so that it becomes decidedly less popular than under other models.

Brilliant.

I'm also loving the "it's the consumer's fault" defense. That should help matters tremendously. Nintendo should follow the examples of their followers and have Reggie do some ads: "You think Mario Run is too expensive? What's wrong with you!"

The Reggie is always right. The consumer is always the enemy.



tak13 said:
pokoko said:
It makes perfect sense. Brand exposure is your main goal, while revenue from mobile is desirable but of lesser importance.

So what's the plan?

Over-price your average-ish game so that it becomes decidedly less popular than under other models.

Brilliant.

I'm also loving the "it's the consumer's fault" defense. That should help matters tremendously. Nintendo should follow the examples of their followers and have Reggie do some ads: "You think Mario Run is too expensive? What's wrong with you!"

Of course it's expensive for a mobile game/app!

However, I expended 500-800$ for an iphone, I spent 25$-100$ on Pokemon go on microtrasactions and I'm a very logical person if I'm complaining for super mario run costing 10$...

So what's wrong  with defending Nintendo in that particular case? It's justifiable! 

First, you're creating a false argument.  The typical person does not spend that much money on mobile games.  Whales on the far end of the spectrum drive up the averages and they're probably buying Mario Run, too.

That's not really the issue, though.  Going against the market and then claiming it's the fault of consumers for not falling into line is just silly.  It's like a General drawing up a battle plan then blaming the enemy for not blindly walking into an ambush when it fails.  Consumers don't have to conform to anyone's strategy.  It's the other way around--businesses have to tailor their strategy to the market-place.  Excuses are meaningless, especially when we're talking about well known tendencies.



$10 is too much.



God bless You.

My Total Sales prediction for PS4 by the end of 2021: 110m+

When PS4 will hit 100m consoles sold: Before Christmas 2019

There were three ravens sat on a tree / They were as blacke as they might be / The one of them said to his mate, Where shall we our breakfast take?


NintendoPie said:
pokoko said:
It makes perfect sense. Brand exposure is your main goal, while revenue from mobile is desirable but of lesser importance.

So what's the plan?

Over-price your average-ish game so that it becomes decidedly less popular than under other models.

Brilliant.

I'm also loving the "it's the consumer's fault" defense. That should help matters tremendously. Nintendo should follow the examples of their followers and have Reggie do some ads: "You think Mario Run is too expensive? What's wrong with you!"

The Reggie is always right. The consumer is always the enemy.

The second part is true.  Retail is war and consumers are those faceless bad-guys from Power Rangers.

The first part sounds like something a lame Pokemon would say.