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Nintendo's Mobile Mario Game Sets Download Record But Pricing Proves Sticking Point (reuters.com)

Nintendo's first Mario smartphone game has set a download record but gamers baulked at the one-time cost of unlocking content, prompting investors to push the Japanese game makers' stock to a one-month low. From a report on Reuters: Super Mario Run hit 25 million downloads just four days after its Dec. 15 release in 151 countries on Apple's App Store, earning gross sales of about $21 million, showed data from app analyst Sensor Tower. But Nintendo shares have lost 11 percent since the launch as the latest game to feature Nintendo's princess-rescuing Italian plumber received negative reviews from users mainly complaining about its $9.99 one-time cost, rather than the usual model of paying small amounts for special features. "Mario is arguably the most popular gaming franchise in the world, yet we see only about 8 percent of those who try the game actually purchasing it," said Sensor Tower analyst Spencer Gabriel. Super Mario Run is free to download on the App Store where, in Japan, it is rated 2.5 stars out of 5 based on 1,095 reviews.

92 comments

  1. No... by Austerity+Empowers · · Score: 1

    Players are balking at a $10 investment on something that may suck, particularly when people are telling us it sucks.

    Nobody wants pay as you go, that is bullshit.

    1. Re:No... by Anonymous Coward · · Score: 1

      How can it "may suck" when you're given free plays to find out? If you can't tell what the game is about after trying it, then maybe you shouldn't buy it.

    2. Re:No... by Anonymous Coward · · Score: 1

      which is probably why they are not buying it (8%)

    3. Re:No... by Anonymous Coward · · Score: 0

      But you can play it with one hand!

    4. Re:No... by Impy+the+Impiuos+Imp · · Score: 3, Funny

      8% x $10 = $80
      100% x 99 cents = $99

      It was a good roll of the dice. If it were 20% or more

      Dot dot dot
      Profit!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    5. Re: No... by muffen · · Score: 2

      8% x $10 = 0.08 x $10 = $0.8 100% x 99 cents = 1 x 99 cents = 99 cents Not sure what the point was, but at least the math is right now :)

    6. Re: No... by Anonymous Coward · · Score: 0

      I presume he assumes that if it were only a dollar 100% of people would buy it. Not sure where his justification for that claim is though.

    7. Re:No... by Anonymous Coward · · Score: 0

      They would never have got 100% conversion even at $0.99. I would like to see how an 8% conversion rate compares to other games or apps using a similar model, I suspect it's pretty good. Probably they have done as well or better with a one-off $10 price than they would have with a one-off $1 price. However the real alternative is free to play with IGP; if the games has enough longevity, there's the potential to take a lot more than $10 per player. But if it's the kind of game you play through once then forget, then that may be why they didn't go that route.

    8. Re:No... by ShanghaiBill · · Score: 1

      Nobody wants pay as you go, that is bullshit.

      You don't make money by giving people what they say they want. You give people what they are willing to pay for.

      I have worked in marketing, and an incremental pay-as-you-go, or subscription model, will almost always generate more profit than a one-time upfront payment. The biggest problem is getting customers past their first commitment, and asking for full payment up-front is a big hurdle. Lots of little payments meet far less psychological resistance.

    9. Re:No... by Anonymous Coward · · Score: 0

      A compelling argument for banning that model as abusive to customers.

    10. Re: No... by tripleevenfall · · Score: 1

      All of this fails to account for the fact that it's a very, VERY simple game and most people don't see getting $10 worth of fun out of it.

      Combine that with the fact that you get to play for (i think) two levels before having to pay... two levels you can pass in about 2 minutes... people are put off by the free portion of the game being almost nonexistent.

    11. Re:No... by shadowrat · · Score: 1

      Players are balking at a $10 investment on something that may suck, particularly when people are telling us it sucks.

      Nobody wants pay as you go, that is bullshit.

      It's not a pay as you go game though. It's a one time fee for the complete game. I know it's hard to fathom. I've become so jaded by the modern microtransaction model of games that i didn't understand what Nintendo was selling me when the buy screen first showed up. I thought their proposition was i would pay $10 for each boss level or something.

      After a while, i realized that this was actually just an old fashioned free demo. Since i've actually bemoaned the death of the free demo (all modern games are either micropayment dependent or prepurchase), i suddenly felt obliged to purchase it. Also, i spent way more on Rogue One. Since i found myself entertained by replaying the levels for all the special coins, and felt that in doing so i was actually experiencing solid mario gameplay, i bought it. I quite like the game.

    12. Re: No... by Oswald+McWeany · · Score: 1

      As Cheap as the game probably was to produce due to its simplicity- they probably don't have to get many people shelling out $10 to make a profit.

      --
      "That's the way to do it" - Punch
    13. Re:No... by Oswald+McWeany · · Score: 1

      I work different to most people then.

      I refuse to buy any in-app purchases because I see them as a scam. I also don't like "subscription model" payments. Always end up paying more.

      Spotify? F. You. I would rather buy albums I like and own them forever and play them whenever, not keep paying money to the same company every month. (or use Pandora)

      Games. I'll buy a $20 game but I won't play a free game that has in-app purchases... at all.

      --
      "That's the way to do it" - Punch
    14. Re:No... by ShanghaiBill · · Score: 1

      I refuse to buy any in-app purchases because I see them as a scam.

      Most people abandon apps after only a single use, so I would say it is the "pay-up-front" model that is a scam, because what you get often isn't what you expected. With an in-app purchase, you already tried the app and you like the basic functionality, so you pay for more and you know what you are getting.

      I also don't like "subscription model" payments. Always end up paying more.

      You only pay more if it is something you like. If you don't like it, you cancel after the first small payment, and avoid the big payment.

    15. Re:No... by mlyle · · Score: 1

      Yes, this.

      Though the quantity of content is a little light for $10 (but not drastically off-- but another 10-15% content would make paying the $10 feel a lot better).

    16. Re: No... by Anonymous Coward · · Score: 0

      No,

      (correcting his math)
      He is saying that 8% of the people playing bought this game for $9.99. That means they earned roughly $0.80 per person playing the game.
      Then his is saying that even if you were to assume 100% of the people playing would have bought the game for $0.99, it would be an increase in per-player revenue from $0.80 to $0.99 - which means that this isn't some sort of huge failure.

      His point was not to try to claim 100% of people would have bought it - just to show that even if that happened (which is so unlikely as to be virtually impossible), it still wouldn't have done much better.

    17. Re:No... by thegarbz · · Score: 1

      Players are balking at a $10 investment on something that may suck, particularly when people are telling us it sucks.

      Actually very few reviews say it sucks, and the game lets you play through almost the entire first world before paying which is more than enough for you to see if the core concept and mechanics of the gameplay are sucky to you.

      Mobile users are precious little princesses who are happy parting with $800 on a device, but are scared with forking out more than $4 for a game. Personally I hope Nintendo abandon the platform completely and come back to users who actually appreciate them.

    18. Re:No... by tsqr · · Score: 1

      For most people, beer is an acquired taste. They have to drink it a number of times before they like it enough to be committed consumers. Would you consider that a compelling argument to ban the sale of beer?

      Oh, and here's the obligatory xkcd.

    19. Re: No... by Jace+of+Fuse! · · Score: 1

      I can think of better things to do with one hand.

      --

      "Everything you know is wrong. (And stupid.)"

      Moderation Totals: Wrong=2, Stupid=3, Total=5.
    20. Re: No... by Anonymous Coward · · Score: 0

      It's funny how people who have never played it claim it's simple.

      I'd say its one of the best platform mario games ever. Each level gas 3 difficulties, and in removing need for player to run and stop etc. It actually opens it up to a much bigger level of skill and addiction.

      In this game you play the same level a lot, where as in a normal mario game, you probably barely replay anything, and three certainly isn't the competitive element

    21. Re:No... by Karlt1 · · Score: 1

      How is a single in app purchase that unlocks everything "a scam"? You get to try before you buy and see if you like it. How is that any different from shareware?

      I don't listen to music enough to pay for Spotify, but if I did. I would definitely pay $10 a month to have access to all the music I want to listen to. Right now, I use the Spotify's free tier to listen to music when other people are in the car.

  2. Not enough demo to justify $10 up front. by Ayukawa · · Score: 0

    Personally I enjoyed the game, but the "demo" doesn't even let you play through all of World 1. A much better model would've been for them to give you all of World 1 and then charge $1 per world after that.

    1. Re:Not enough demo to justify $10 up front. by Anonymous Coward · · Score: 0

      A much better model would be just to sell the whole game for a set price. None of this obnoxious nickel-and-dime IAP crippleware bullshit.

    2. Re:Not enough demo to justify $10 up front. by tepples · · Score: 3, Insightful

      It's not nickel and dime. It's like Doom: play through a few levels then unlock the entire rest of the game with a single purchase. The only remotely "nickel and dime" element of Super Mario Run that I'm aware of is its requirement for a continuous connection to Nintendo's server through the Internet, which can become very expensive if you want to play away from Wi-Fi.

    3. Re:Not enough demo to justify $10 up front. by SuiteSisterMary · · Score: 1

      No, the thing here is that 10 bux US is simply too much for what you're getting. It's a single-button rhythm game that requires rote memorization of level layouts for optimal routing.

      Buying DOOM, back in the day, however, got you a single-player experience, multiplayer, custom level creation, in an amazing new genre and experience.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    4. Re:Not enough demo to justify $10 up front. by Ayanami_R · · Score: 1

      This is the second reason, aside from no standard control scheme for phone gaming, is why I just don't bother. The pricing for so many games is simply too high for what you are getting. Sure, I've paid 50 - 60 for a game before, but I got a lot of value out of those purchases, and hundreds of hours of playtime.

      --
      "Science is the power of man"
    5. Re:Not enough demo to justify $10 up front. by tripleevenfall · · Score: 1

      This is another issue being reported, that aside from not being able to play without an internet connection, the game can use 50MB of data or more for mobile users. (supposedly)

    6. Re:Not enough demo to justify $10 up front. by Anonymous Coward · · Score: 0

      Doom gave you the entire first episode for free. That is nine large levels. Practically an entire game itself.

  3. Princess Toadstool by Anonymous Coward · · Score: 0

    I grabbed her by the pussy.

    1. Re:Princess Toadstool by Calydor · · Score: 1

      "Here we GO!"

      --
      -=This sig has nothing to do with my comment. Move along now=-
  4. Ugh, people, pay up front instead of paying more by magarity · · Score: 3, Insightful

    I for one can add and I'd rather pay $10 up front for a good game than a dollar here and there for a larger total. Pay per play and pay per feature end up much more expensive for the consumer than a flat price!

  5. To be nickeled and dimed, rather than pay upfront. by Fly+Swatter · · Score: 1

    Smart phones have changed how people think about money.

    I bet it's cheaper to pay that one time fee, instead of Nintendo using the current phone economics model to take it drip by drip.

  6. Re:Ugh, people, pay up front instead of paying mor by zlives · · Score: 3, Insightful

    "good game" being the caveat!!

  7. Couldn't it just suck? by Anonymous Coward · · Score: 0

    I've paid a lot more than $10 for a game over the years and been perfectly happy, and felt myself ripped off for an independent title I bought for $5. My suspicions is, and reviews are backing me up on this, that the new Mario game isn't very good, regardless of the price.

  8. Re:To be nickeled and dimed, rather than pay upfro by Fire_Wraith · · Score: 1

    I agree, I'd much rather pay a one time flat fee, even if the game turns out to suck.

    It's an interesting question, though, whether psychologically that holds true for the majority of people, especially given how successful some of the microtransaction games turn out to be. I could certainly envision that a lot of people would turn out to be drawn more towards a model where there's a low or nonexistent up front cost, with small/incremental costs for additional features. People would tell themselves "Oh, I won't buy those" or "I'll just buy the one or two I really want", and then they get hooked, and those 'small' costs add up, often to far more than a flat rate would be. We don't process prices in a purely logical fashion (hence the plethora of "x.99" prices, for instance), and several .99 and 1.99 purchases doesn't feel like as big of a hit as 9.99, despite the fact that they'll add up to more.

  9. too damn high by zerocommazero · · Score: 1

    Huge Nintendo fan here and I think its a little too pricey. To me personally, it's a $5 ($6 tops) app at best.

    1. Re:too damn high by thegarbz · · Score: 1

      Okay now justify. You've stated your opinion now back it up with what denotes the pricing strategy of a game for you.

      And do it without mentioning the words mobile or app. In fact think of a Nintendo Wii and that wonderful $59.99 price tag of every other Mario game when you come up with your justification.

    2. Re: too damn high by Anonymous Coward · · Score: 0

      Dude we get it, you are a fucking Nintendo fanboy and love playing games that require you to just press one button over and over and over again. Fuck off already. Just because your nostalgia tells you to like it, doesn't mean we all liked it. IMHO after Mario 64, the rest have been straight garbage.

    3. Re:too damn high by Anonymous Coward · · Score: 0

      Because it's an overly simplistic version of a standard Mario platformer. It isn't that the game is bad, it's that the only replay value is trying to memorize each level and where to fucking jump to get some useless item. Mario platformers are cool because you can either just finish the game, or go back and explore the levels, find secrets at your own pace, etc. Just having to memorize where to jump isn't entertaining. It's casual gaming, far more casual than even a regular Mario game on a console, and to me makes it not worth 1/5 the cost of a full blown game on a console.

  10. Re:Ugh, people, pay up front instead of paying mor by Anonymous Coward · · Score: 0

    Reuters doesn't get paid to tell people what you want. Reuters gets paid to tell people what Apple and App companies want them to hear.

    Nintendo is bringing a traditional -- and IMHO objectively better -- pricing model to mobile and the existing companies are falling into a screeching fit about it. They've created a lagoon of a mobile ecosystem where consumers expect no quality, get no quality, and reluctantly part with pennies or are enticed to do so with exploitative practices. The App store and Android equivilent are objective market failures already way past the point of saturation and these companies are in trouble if any real competitors come along.

    Not that Nintendo is that competitor, But their pricing model opens the door for one. If 50 million kids normalise paying $10 for a quality phone application, it will put most existing mobile app creators out of business.

  11. Re:To be nickeled and dimed, rather than pay upfro by Anonymous Coward · · Score: 1

    As someone who creates games that go by the nickel and dime strategy, you bet your ass it makes more money.

    Sometimes I feel guilty, other times I'm just happy to be able to afford food.

  12. Re:To be nickeled and dimed, rather than pay upfro by PingSpike · · Score: 1

    I don't really blame the developers. The market is what it is. I personally opt to have nothing to do with it in that form, but it seems like I'm the minority.

  13. baulked? by Anonymous Coward · · Score: 0

    I think you mean, "balked."

    1. Re:baulked? by tsqr · · Score: 1

      I think you mean, "balked."

      Could have meant either, since they are both accepted spellings of the word that means, "to stop and refuse to proceed." The device you can use to verify this is called a "dictionary"; there are quite a few of them available online.

  14. The asshole thing by dnaumov · · Score: 1

    is that since it's not an up-front purchase, but an in-game one, you cannot use Family Sharing with it.

  15. tiny fiddle award by goombah99 · · Score: 1

    first, these comments skew the results. i never ever buy anything that says "in app payments". hate them as I feel I'm buying a pig in a poke that I will invest my time in and then be asked to pay some unknown amount in the future. I'd rather just pay an acceptable price knowing I won't owe more just to use what I have.

          thus I won't be the one commenting and rating the app that I refuse to buy.

    Second, you are not likely to see anyone comments in a review. "Gee I with there were more add on payments in-app."

    thus the absense of evidence in not the evidence of absense. People who hate in-app model of bussiness don't register.

    Second $10? that's cheap. And since it's coming from a reliable company one has no need to fear it's a scam or a piece of alpha-ware.

    So whine away.

    --
    Some drink at the fountain of knowledge. Others just gargle.
    1. Re:tiny fiddle award by Jason+Levine · · Score: 1

      The big sticking point - beyond the price itself - is that the full version is itself an in-app purchase. That means that, should you want to install it on a few different devices, you'll need to buy it each time. To install it on my phone and my kids' tablets (assuming it's released on Android at the same price point) would cost me $30. If I switch phones, I'd need to buy it again. It would be expensive if it was a "one purchase and you have it for all of your devices," but as a "buy it again and again for each device," it's totally not worth the money.

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    2. Re:tiny fiddle award by Karlt1 · · Score: 1

      Being an in app purpose doesn't necessitate you having to repurchase it for each device. Many apps have a "restore purchases" option. Nintendo chose not to implement this.

  16. It is a lot more than $10 by tepples · · Score: 1

    I've paid a lot more than $10 for a game over the years and been perfectly happy

    Did those games require you to buy a data plan for hundreds of dollars per year in order to keep even single-player mode going when you leave Wi-Fi range?

    1. Re:It is a lot more than $10 by Anonymous Coward · · Score: 0

      Possibly a fair point, though many would argue that I'm already paying for the data plan for other reasons, and buying this game for $10 doesn't cause a delta to that cost. On the larger question of the "always online" model of gaming, I'm completely against it, and didn't buy SimCity for exactly that reason.

  17. Apple's fault by tepples · · Score: 1

    i never ever buy anything that says "in app payments". hate them as I feel I'm buying a pig in a poke that I will invest my time in and then be asked to pay some unknown amount in the future.

    That's Apple's fault. The App Store says "payments", plural, even when there's only one one-time payment required to unlock all of a particular app's functionality.

  18. I know why by AndyKron · · Score: 1

    The reason only 8% buy it is because it sucks.

    1. Re:I know why by atrex · · Score: 1

      Tack on that it's infected with Always Online DRM on top of that.

  19. Stock Prices Since Launch by eepok · · Score: 1

    Maybe, just maybe, the entirety of Nintendo's stock value isn't dependent on the success of an app.

  20. Re:To be nickeled and dimed, rather than pay upfro by Anonymous Coward · · Score: 0

    Heck just look at Pokemon Go. I've heard of tons of people spending hundreds or even thousands of dollars on the game. I admit I spent $10 early on before I realized how the gyms worked, and that's all I've ever spent on mobile apps.

  21. Online Requirement by Anonymous Coward · · Score: 0

    I wonder what percentage (and am guessing it's a large one) download Super Mario Run, discover that it must be continuously online and connected to Nintendo servers to function, and immediately ditch itâ¦

    1. Re: Online Requirement by Anonymous Coward · · Score: 0

      Probably almost no one, since they had to be online to get it in the first place, and you barely even know it's "connected"

  22. Family Plans and In-App Purchases don't get along by pci · · Score: 1

    If the app cost $9.99 to download then I'd have already purchased it. Just like DS and Wii games before it.

    My beef is I have a family account setup, so my family could share a $10 purchased game, but I need to buy the $10 in app purchase on every member of the families account. In app are great for the speed ups, they suck for actual functionality.

  23. Maybe not the price but the sale model by decipher_saint · · Score: 1

    Most mobile games you either pay up front or you get free with micro-transactions. Mario Run is more like 90s shareware, if you like the demo you buy the rest

    To my knowledge NOBODY else does it this way

    --
    crazy dynamite monkey
    1. Re:Maybe not the price but the sale model by Anonymous Coward · · Score: 0

      I don't play many mobile games, but a lot of the free apps I use have paid versions that have little or no additional functionality. It seems very common.

    2. Re:Maybe not the price but the sale model by Anonymous Coward · · Score: 0

      Mobile apps have had a long history of having "lite" or "plus" versions of their apps.

      Ninty have just rolled both into one single application.

      Many other apps have similar business models where, for example, you get to play as much as you want, but you don't get checkpoints until you pay so you won't effectively reach the end unless you're a figurative wizard.

      It really isn't that crazy of them to have chosen this business model.

  24. people *want* micropayments? by Anonymous Coward · · Score: 0

    $9.99 one-time cost, rather than the usual model of paying small amounts for special features.

    Anyone who complains about this is a fucking idiot. This is the number 1 reason I do not play mobile games.

  25. Nintendo, are you fucking retarded? by Anonymous Coward · · Score: 0

    "We released a garbage endless runner using Mario assets which people can't play on the subway/some trains/in many buildings in large cities because of bullshit always online DRM for a fucking single-player game and it doesn't seem to be doing that well. It must be because we didn't ALSO fuck people out of money with microtransactions. Sorry, we'll fix that net time."

    It's amazing people can be that fucking dense.

    1. Re:Nintendo, are you fucking retarded? by Anonymous Coward · · Score: 0

      "a garbage endless runner"

      Hahahahaha oh god you fucking retard hahahahaha

  26. QFT by Anonymous Coward · · Score: 0

    Nintendo's first Mario smartphone game has set a download record but gamers baulked at the one-time cost of unlocking content, prompting investors to push the Japanese game makers' stock to a one-month low. From a report on Reuters:

    The man who wrote this has no idea what the word "balk" means and has likely never seen it before. This is clear from the misspelling. This raises the intriguing question of how this content is generated. AI? No, AI would spell basic words correctly.

    1. Re:QFT by tsqr · · Score: 1

      This is the second time I've seen this complaint. Don't you people (to be clear, by "you people" I am referring to the complainers) know how to use a dictionary?

  27. also...we already played Mario Run by xxxJonBoyxxx · · Score: 1

    ...when it was just called Temple Run. Love the new skin, but what do you want us to pay $10 for again?

    1. Re:also...we already played Mario Run by Anonymous Coward · · Score: 0

      Sounds like someone hasn't played the game, or even bothered to read any reviews or anything. What a fucking idiot.

    2. Re:also...we already played Mario Run by xxxJonBoyxxx · · Score: 1

      >> Sounds like someone hasn't played the game, or even bothered to read any reviews or anything

      Correct. This being SlashDot, I didn't even read TFA.

  28. This is why the phone audience is fucking cancer. by Anonymous Coward · · Score: 0

    Fuck these people. And fuck the mobile phone as a games platform. It just isn't. It's a gigantic shitstain on videogaming.

  29. And now the circle is complete by Anonymous Coward · · Score: 0

    People have gone from (rightly) complaining about microtransactions in the gaming industry to complaining about getting a whole game for one up front price. I'm sure there's an entire host of honest, upright companies ready and willing to solve that problem for them, and frankly, these people deserve whatever the hell they get. Un. Fucking. Believable.

  30. Overage last straw by tepples · · Score: 1

    many would argue that I'm already paying for the data plan for other reasons

    Does what you're already paying take into account the possibility that the game may push you into having to pay an overage fee? Or a tethering fee if the device on which you play the game is not the phone to which your data plan is registered?

  31. Problem is game is too short given the cost by Anonymous Coward · · Score: 0

    I'm astounded at the press/reviews that Run is receiving. I think it's a phenomenal game. By far it's the best mobile game I've played. My son, who plays tons more mobile games than I, agrees. But here's the problem I have with Run - I bought it on the day it came out, and played about 30 - 35 minutes per day. By the 5th day I was through every level. $10 for such a short game is a bit steep, IMO. I feel like Nintendo *IS* doing the drip-feed/nickel-and-dime pay-as-you-go thing, but in their own way. They'll add more levels in a separate game ("Run 2"?) and charge another $10 for it.

  32. It's missing wide mode by Anonymous Coward · · Score: 0

    And playing it in tall mode is somehow a disgraceful way to play Mário!

  33. This was said when they a nnounced it by Anonymous Coward · · Score: 0

    When they announced it on stage - they said it would be a one time fee. I was surprised it was as a "in app purchase". If they can change the business model around, that might help improve the quality of games.
     

  34. Re:Family Plans and In-App Purchases don't get alo by Lectoid · · Score: 1

    Here is supposedly how to get around the in app purchase. https://www.reddit.com/r/ninte...

    --
    Is it just me, or do you hate it when people say "Is it just me..."?
  35. Re:Ugh, people, pay up front instead of paying mor by thegarbz · · Score: 1

    For that caveat you can also read the reviews (almost universally positive) watch a gameplay video (show you how the features work) or ... play through most of the first world of the game which you can do before paying the $10.

    "Good game" is also relative and personal. I for one find it to be a good game. YMMV

  36. are you going to get over 90 minutes of value by Anonymous Coward · · Score: 0

    if so, then it's already more than you would get from a movie ticket, and since there are free levels to play you know what the game is about.

  37. Re:Ugh, people, pay up front instead of paying mor by zlives · · Score: 1

    it wasn't a dig against the mario game, just generally speaking. people pay for perceived value, if it has become culturally unacceptable to pay up front, then it will have the undesired effect on sales regardless of the actual value the 10$ might buy as was the original commenters point.

  38. I'd buy that for a dollar by Anonymous Coward · · Score: 0

    Hey Nintendo.. if you'd charged a dollar for a full featured game, you'd have a soaring stock price and 25 million dollars on top of that.

    Welcome to your failure.

  39. Well done Nintendo by seoras · · Score: 5, Interesting

    No, not sarcasm. I really mean it. Well done Nintendo. $10 is chicken feed. Seriously.
    As an independent App developer I often feel like a sweat shop worker. Or a ant being tortured by a child with a magnifying glass.
    You write an App, that people really like and want, but the shit you have to put up with because you don't give it away for FREE is soul destroying.
    I've tried offering two options, pay for full function or use with interstitial Ads.
    The 1 star ratings keep coming in with comments like "Remove those annoying Ads and I'll give you 5 stars".
    Oh thanks. I can feed myself and family on your generous 5 star rating?

    The App eco-system is probably the most under valued product market place in modern society.
    People think nothing of chucking 99c at a street busker or homeless beggar but balk at the thought of handing over a penny for an App they really want.

    Nintendo could have been more underhanded, like some other games who can afford big names and tv adverts, but they chose instead to offer a freemium product with a single purchase option and not try to milk you for millions.
    The game might suck, but their business ethics and mentality are sound.
    No doubt their strategy going forward is to offer discount days and other price promotions to increase the conversion ratio.
    You can only do that though from starting with a premium price.

    Thank you Nintendo for not going to the lowest price point and perpetuating what has become an industry trend that's slowly suffocating itself to death.

    1. Re:Well done Nintendo by Anonymous Coward · · Score: 0

      ... Remove those annoying Ads and I'll give you 5 stars.

      As IAP-driven games reveal, those same people have the stupidity to pay-per-play without noticing the true cost. Few people complain about $90 for a new PC/console game, that's mediocre in quality. I'm always stunned by the 'world owes me' mentality of people using mobile apps. They should be grateful for all the free stuff, not think 'this must be free too'; I'm sure they would be horrified if their boss gave them the same attitude.

      The terms for mobile apps are far better than most PC/console software; extended/unlimited trial periods, lower price, nearly unlimited updates, license covers multiple devices: I put limits on mobile apps, such as an upper limit for price because it offer less functionality than a PC application. But unlike PC software, I'm willing to buy a mobile app and delete it if I don't like it.

    2. Re:Well done Nintendo by Anonymous Coward · · Score: 0

      I blame Apple. No, hear me out.
      They pioneered the app store. At the time, people paying $1000 or so for a mobile device were absolutely fine paying $1 for the apps they use and love.
      But Apple let developers publish "free" apps, inadvertently creating the whole freemium ecosystem and empowering advertising networks.
      They were the first mover, they could have totally set a minimum price for apps in their store, for example $1. People would not lose the mindset of paying for the software they use and I imagine advertising would not have the budget and power it has now...
      By now, it's too late to do anything about it. People's expectations have changed and an app store without free apps would be out of business in no time.

    3. Re:Well done Nintendo by Anonymous Coward · · Score: 0

      People think nothing of chucking 99c at a street busker or homeless beggar but balk at the thought of handing over a penny for an App they really want.

      It's mostly because I do not have a credit card. And even if I had one, I'd hate to give Google access to it. (I assume you need one of those to purchase from Android Market or whatever it is called these days...) (In fact, I'd hate to give Google my e-mail address too, if it links me to my phone number...)

      Cash payment? Or something through the phone bill? I'm in.

      So, I haven't installed a single 'free' nor paid app on my phone. The couple that I have were downloaded over HTTP from the author's home page. Unfortunately very few authors give that option these days.

      Yes, I know, I'm an outlier. Four derivatives from the mean or something.

    4. Re:Well done Nintendo by Anonymous Coward · · Score: 0

      Or perhaps people want their free shiny right now... and they're offered an avenue right there to complain. So they're being dicks, just because they can and there's no consequence for doing so.
      I mean, there are some video games where you just shoot innocent bystanders at random and ignore every traffic light, and not doing it is weird.

      What if, when I was a kid there were a computer terminal at some corner in the McDonalds, where you can enter complaints like "Assholes! Your mayo sucks" and "Why can't I have the nuggets sauce with my fries? one and half stars", which then display on overhead TV monitors all over the restaurant? There wasn't such infrastructure.

  40. It is basically $10 up front by SuperKendall · · Score: 1

    I for one can add and I'd rather pay $10 up front for a good game than a dollar here and there for a larger total

    The game is NOT $1 here and there. It's $10 one time, for the whole game...

    The only difference is that Nintendo lets you go through the tutorial, three of the initial levels, play around with building your castle, and the race mode - so basically they give you a pretty large amount of content for free to decide if you like what is going on, then you purchase the whole thing. It's exactly like a free game demo where you can unlock the full game any time you like, not like an in-app nightmare that we know from other mobile games.

    I actually think the pricing model and approach they took is essentially perfect, and I would love as many apps as possible to be modeled after this.

    The only thing that I think is archaic is the need to be online to play, though I'm still not sure how much of a requirement that is since I'm mostly in a city and have a cell connection. If you really can't play it on a plane though, that is bad thinking on their part since a large part of their target market may well not have a network connection all the time.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  41. 8% of 25 millionsat 9.99? by Parker+Lewis · · Score: 1

    So, 8% of 25 millions at 9.99 is U$ 19,980,000. In four days. I'm sure this is much more then stupid microtransaction model.

    1. Re:8% of 25 millionsat 9.99? by Anonymous Coward · · Score: 0

      They still have to pay Apple, though.

    2. Re:8% of 25 millionsat 9.99? by Anonymous Coward · · Score: 0

      8% of 25 million users paying $9.99 is $19,980,000 in four days.
      If Apple takes 30%, then Nintendo has earned $13,986,000 in four days.
      Mission success, costs recouped.
      Next level is kids selling stock because of reviewers preferring to pay more in micro-transactions or watch advertisements.
      Now is the time to invest in Nintendo for cheap.

  42. Re: Family Plans and In-App Purchases don't get al by Anonymous Coward · · Score: 0

    Nintendo allow sharing by a Nintendo ID account. The full game unlocks any time you use your id that you entered when you brought it, and you can have it on multiple devices at the same time.

  43. Re: No.... by Ranbot · · Score: 1

    A $10 starting price gives Nintendo flexibility to run sales to boost purchases when initial sales start tapering. When a $10 app has a 50% off sale it gets more attention than a $0.99 app; and at $5 Nintendo would still make a handy profit. If the price started at the bottom there's no where to go from there.

    Besides, making $21 million in four days doesn't sounds like a problem to me. I doubt it cost Nintendo that much to design the game.