Bad Reviews For Super Mario Run Are Sending Nintendo's Stock Tumbling (fortune.com)
People aren't loving Nintendo's newly released Super Mario Run. Nintendo's stock plunged 7.1% Monday, bringing its total drop since the game's release last week to more than 11%, Bloomberg reports. The game's mediocre reviews had a similar impact on DeNA, the Nintendo partner that helped with the game's development: Since the game's introduction, its stock has fallen 14%. From a report: Reviews in Apple's App Store (so far, the game is only available on iPhone) show an average rating of two and half stars out of five. Overall, there have been nearly 50,000 reviews. Its reviews make it among the lowest rated app among those at the top of the download rankings, according to Bloomberg.
And now nintendo will make a statement that without hard controls and buttons, good games can't be made and go back to making games that a small portion of people love for their own hardware and pay even less attention to what people say.
its a continuous run game with some interesting level layouts. Were people expecting a full on Mario game?
...why would I play this?
Besides the fact that the Android version is still "To Be Released At An Unannounced Date", my biggest beef is the price tag. You get the first few levels for free and then need to pay $10 to unlock everything else. I don't mind paying for apps I like, but $10 for an endless runner-type game is too much. If it were $1.99, I'd buy it the second it was released for Android. At $2.99, I might consider it. At $10, though, I won't be buying it anytime soon.
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>> People aren't loving Nintendo's newly released Super Mario Run. Nintendo's stock plunged 7.1%
Well just wait until they see how StarFox Zero did.
Seriously - I don't understand the panic. Nintendo's will keep licensing its characters (as it always has) until they find the right game and format. Even Link's been pimped out on a retread (Hyrule Warriors - a reskinned Dynasty Warriors).
If they'd make a nintendo-branded bluetooth dpad and holder we wouldn't be having this conversation, it would be a conversation about how much money they're making.
Touchscreens aren't everything. Humans have fingers. D-pad is brilliant. Stop drinking the Ive kool-aid. Poor Mario.
Oh, and make some more of those NES classics. Stupid nintendo. I'd have bought at least 5 of them if they were available. I got a knockoff chinese USB d-pad clone instead.
..don't panic
Nintendo openly advertised that Hyrule Warriors was a bridge game that used Dynasty Warriors gameplay (and engine) with Zelda assets. It had its own story, its own characters, and everything to make it a Zelda game; and it had the gameplay of a Dynasty Warriors game to add some variety and appeal to those sorts.
I'd love to see another one, with a step forward into blending the gameplay. This is how we got Zelda 2 and Metroid. Imagine if you could solo dungeons with Link while taking open battlefields as in Hyrule Warriors, using the build and leveling systems to affect your character. I don't know where they could go with Adventure Mode; filling in spaces with what amounts to low-quality minigames doesn't count as "content" to me, in the same way that adding 46 minutes of stock drum solos and loop tracks to a CD wouldn't count as "content". The main game, the story mode, with an open-progression world that blended Warriors and traditional 3D Zelda gameplay would be an excellent option to explore.
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>> Nintendo openly advertised that Hyrule Warriors was a bridge game that used Dynasty Warriors gameplay (and engine) with Zelda assets
I know. Thus my use of the word "pimped": Nintendo licensed one of its grade-A assets out to a shop that knowingly put together a half-assed "bridge" game to collect money from people who liked Zelda games without actually producing a Zelda game. They've done it before and they'll do it again, because they know people like you will bite.
StarFox Zero was, by all accounts, a pretty bad game and was a horrible commercial flop. But it wasn't actually "news" that it flopped. Investors had already basically written off the Wii-U by the time StarFox Zero released, so all it did was continue the current narrative.
If Super Mario Run doesn't pan out properly, then that is "news". Nintendo's stocks have been buoyed a bit in recent months by their planned entry into the mobile market. Their home-console sales have been moribund since around 2011. The handheld market has been a lot healthier for them - and Pokémon remains the jewel in their crown (Mario lost that accolade years ago) - but nobody seriously thinks there's a long-term future for dedicated gaming handhelds. Investors who were hoping for a serious return from Nintendo on a par with the early days of the Wii have been putting a lot of weight on their entry into the mobile market.
If that entry turns into a belly-flop, then said investors will take fright. If it turns out that putting Nintendo franchises on a phone isn't an instant profit factory, then they will be distinctly unhappy. Don't forget that other major developers and publishers have struggled to turn established gaming franchises into successful mobile titles. Indeed, many of the biggest mobile hits to date have come from left-field from developers nobody had previously heard of.
I suspect that in the eyes of investors, mobile is seen as more important to Nintendo's future even than the Switch (which some, at least, seem to have written off before it even launches). It's too early to know for sure whether they'll pull off the mobile thing or not; early signals are mixed.
Emulated games work great on my phone.
Including the controller.
I wish Nintendo could profit instead of being stupid.
..don't panic
I enjoy it and going back to try and unlock all the special games/characters gives it decent replay but I also like Nintendo games and have been paying 60-70 for new Mario games for years so perhaps that's why the 14.99 (Canadian price) didn't bother me too much.
The entire game is a quick-time-event.
More than that: It's exclusive to iOS, which is from Apple, the company that invented QuickTime.
How do you carry the phone and the Bluetooth controller at once?
And how many other people own and are willing to regularly use such a controller? Are there enough customers to sustain a substantial market for such games? One user does not a market make.
First of all, the summary links a Fortune article that quotes Bloomberg. If you're going to say Bloomberg reported something, why not link to the Bloomberg article?
From the Bloomberg article:
Perhaps Fortune reported the story while it was still exclusive to the Terminal and then edited the links in once the story hit Bloomberg.com.
Also, why are the reviews so bad from a user perspective?
Probably a result of users' realization that they will need to pay for a data plan at hundreds of dollars per year in order to play the game outside home, because of the game's Assassin's Creed Unity/SimCity (2013)-style requirement for a continuous Internet connection during gameplay, even in the single-player World Tour mode.
You dump a thousand dollars into an iPhone, how the hell can they expect you to pay $10 on a game? That's like 2 days missed at Starbucks.
Meanwhile, console games went up about $10 and they're flying off the shelves. It's about price? Give me a fucking break.
Chewbacon
The Bible is like Wikipedia: written by a bunch of people and verifiable by questionable sources.
One bad game and everyone forgets who you are! *smirking C. Ronaldo face*
sudo rm -r -f --no-preserve-root /
Mario games haven't been about simply completing levels since Super Mario World on the SNES (maybe even SMB3), and this one is no exception.
Original SMB. Invisible 1-up blocks, pipes to underground coins, warp pipes.
Sony tried that. It was an Android phone with a slide-out PSP Go-style gamepad, called the Xperia Play. It didn't do so well.
So Nintendo makes a stupid game... mind you, not hardware but a one off funny thing and this causes the stock to tumble? For fucks sake! Call me when their consoles catch fire, or everybody's online acconts / wiipoints get plundered.
Yeah, it's a game. Some people will love, some people will hate it. *shrugs*
Yes Francis, the world has gone crazy.
I'm an Android user living under a rock... is Nintendo basically selling a Mario-themed version of Subway Surfer/Temple Run for $10.00 and expecting people to buy it?!
App Store reviews are pointless. Some of the most popular apps have terrible review scores. Mario is probably getting poor scores because it requires an internet connection (which is admittedly dumb) and people are too cheap for $10. The actual, real reviews of the game itself have been pretty good.
hi
Maybe this will put an end to the gameification of adult life.
I think the biggest problem is that I don't know who they are targeting. The casual gamer (generally using phones and tablets) aren't going to pay this, and me as a traditional gamer sees it as a waste of money for a 'Run' style game. I downloaded it and was hopeful since it was Mario/Nintendo, but really I don't think I need much more than the free levels. It's not engaging to me, and seems to be too expensive for people who find $1.99 a lot to pay at times.
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Must be online DRM for a single player phone game is killing it.
Lol, just like it killed Pokemon Go right?
No one gives a shit about the online requirements, especially on a phone which is nearly always online, and especially given the amount of content you get from other players in your "single player" game.
The cheapest Mario game to date is also the one people complain the most about the cost.
I'm calling it. The mobile phone generation are over-entitled, spoilt and want everything for free. I hope these companies abandon the platform and go back to focusing on the good old couch experience where they at least know they will be appreciated.
The game itself is quite good, has a decent amount of content and a wide enough variety of playing styles to set it apart from every other running game. But hey Nintendo, lesson learnt. Don't make good games, just make shit and load it with ads and pay to win, you'll be rich.
They actually were producing a Zelda game at the time; it was taking too long. This was faster to get out, and people liked it. A different development house did most of the work. I'm not seeing the downside.
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Color me surprised that a project DeNA was involved with went poorly. They've consistently proven themselves incompetent and I grimaced the day I heard Nintendo announce a partnership with them for mobile.
First of all, you defiantly get a decent amount of content to try playing and decide if you want to buy before you make the in-app purchase.
Secondly, the game is not an endless runner at all. It's a lot more like a normal Mario game, with forward motion handled for you. It's not like you always are going forward; you have pause points so you can time entry into a tricky section, and wall bounces will enable you to go a little bit backwards at times.
But also on top of that there's a whole racing subgame, and building a small kingdom with various buildings you can place.
I think there's a lot of value in what you get for $10, I didn't mind paying for it. I think they put a lot of hard work into thinking of how they could make playing the Mario games we all know and love still work on a mobile platform, way more so than most games.
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Must be online DRM for a single player phone game is killing it.
Lol, just like it killed Pokemon Go right?
No one gives a shit about the online requirements, especially on a phone which is nearly always online, and especially given the amount of content you get from other players in your "single player" game.
Pokemon Go has a reason to be online... This does not.
The second is that a lot of the people using these games remember side-scrolling eight-bit gaming from their childhood - if at all - and to them, any variation on the Mario theme is likely to seem quaint, antiquated, unfinished. Minecraft was the sole recent exception to this trend - otherwise, you need a lot of polygons and at least a sixteen-bit deep soundtrack to even get anybody's attention.
Nintendo may have been the once and future video game company once (Donkey Kong and Mario Bros. took more than a few quarters out of my pocket in the day), but I guess that doesn't mean what it used to. Someone should tell the folks at Nintendo!
You can't play it on the subway, you can't play it on a plane. When are you supposed to play it then?
There are smaller controllers designed for smartphones.
Yet I haven't seen the manufacturer of any such controller release sales figures. If end users don't own a controller, developers are unlikely to target it.
Apple doesn't allow emulators on the App store
I was under the impression that Apple's guidelines allowed emulators so long as the app is "self-contained" (as defined in rule 2.5.2). A game's publisher can satisfy this by distributing the ROM and emulator together in one app. SEGA has ported several of its games to iOS using an emulator in this manner.
Super Mario Bros 3 and Super Mario World, 2 of the best Mario titles, are regularly $5 on the 3DS and Wii and Wii U consoles.
Twinstiq, game news