In Super Mario Run criticism, analysts and F2P gamers forget that the game's quality is what matters

Julio Franco

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Ever since Super Mario Run was announced alongside the iPhone 7 as an early exclusive for iOS, expectations have been building on how Nintendo's first big foray into mobile gaming would go, how Mario-style gaming would be adapted to mobile, and also how it would compare to mobile phenomenon Pokémon Go. Nintendo has long been criticized for not leveraging its strong franchises in mobile gaming platforms. Pokémon Go which was only indirectly related to Nintendo's own efforts was a massive overnight success.

Super Mario Run landed less than a week ago, receiving over 40 million downloads so far on Apple's App Store. It's currently the top ranked app and the top grossing app in the store -- it's also being heavily promoted by Apple. Personally, I was skeptic about a Mario game where your character never stopped moving, but after playing it for a few hours, I can say it's a really enjoyable game and refreshingly Mario, not unlike what you experience when playing on a Wii console.

Considering these positive early impressions, along with the dozen or so reviewers who got early access and seemed to be equally impressed, I was surprised to see very low ratings on the App Store. Currently user reviews sit at 2.5 out of 5 stars from 55,000+ reviews. As it turns out, thousands of 1-star reviews -- as many as half of all the reviews -- come from disappointed gamers who weren't expecting a paywall after so little gameplay.

I knew upfront Super Mario Run was going to cost me $9.99. The game is downloaded for free, and that lets you play the first few levels, but after that you have to pay. It's not an ideal system, but I was fully aware of it, and I wanted to buy the game anyway. Considering I have paid for the game once, but it's also playable on my kids' iPads, I see some value on my $10.

But the criticism goes further.

Nintendo's stock price has taken a dive based on that negative feedback and financial analysts are not overly optimistic that the game will contribute enough to Nintendo's bottom line. Forbes is calling Mario's $10 price point "a mistake."

The screenshot above was taken from Nintendo's official Super Mario Run website.

The reason is that Super Mario Run is a pay-once, unlock the full game affair. In contrast, Pokémon Go or Candy Crush before it, are downloaded for free, played for free, but were built from the ground up to promote in-game purchases that can generate millions. According to SensorTower, Pokémon Go reached a monumental $600 million in revenue after only 90 days of becoming available, while another super popular mobile title, Clash of Clans is said to produce as much as $1 billion a year on freemium in-game offerings alone. That is the kind of benchmark many are putting Mario against.

According to the Wall Street Journal, Nintendo has said it doesn't plan to offer any DLC for Super Mario Run. I won't judge that decision which ultimately could change. The way the game has been built I believe lets itself be extended in some form without getting into worrisome "pay now and pay again later" territory. If Nintendo sticks to this decision however, I'm sure that will be by design, as a way to prioritize the franchise's brand value and their own console plans.

Evidently there is a clash between the myriad of free to play games available on mobile -- most of which are not really free -- and the upfront cost of a game you would normally buy for the Wii U, Xbox or PlayStation console. At $10 Super Mario Run's price seems justified, but maybe this information was not disclosed properly and Nintendo will have learned the hard way.

As GameSpot points out, since its announcement Super Mario Run has received an unprecedented level of promotion on the App Store. It's also the first time Apple allowed users to be notified when an app becomes available. With Android users out of the loop until an undisclosed date in the future (which could represent a sizable boost in revenues), it may be safe to assume Apple paid Nintendo handsomely for the privilege of getting Mario for their users exclusively and only on their mobile platform.

With a few more days to go before Super Mario Run hits its first week of availability, mobile app trackers are estimating somewhere between $5 to $10 million in revenue for this initial period. The question analysts are asking themselves is what happens after that?

As a casual mobile gamer, I have to ask instead, what would have been the better alternative? Paying before downloading seems even worse as you wouldn't be able to at least try some of the game before paying (I was skeptical before trying it). Paying $10 or nothing at all only to be inundated with ads, pop ups or reminders of how I can pay a little bit of money to progress my game, is just horrible. If I'm paying for something, I simply do not want to be gamed into spending more.

As it stands, Super Mario Run is an entertaining and polished mobile game. The mechanics are near to perfect and game mode "Toad Rally" that lets you compete against other players asynchronously adds to the fun and the time you'll be able to dedicate to the title before you move on to something else. And for my $10, I'm good with that decision.

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come from disappointed gamers who weren't expecting a paywall after so little gameplay.

There's nothing more disappointing. As I was discussing this with other Techspot members in a comment section. To be limited by how much you can play a game, unless you pay, buy tokens to refill you move meter or w/e it's called per each game. The new generation must be into it, because most people my age dont even mess with them, most people I know personally anyways.

I'm sorry, I did stop reading the article there. IF ITS A GOOD GAME, I'D BE LIKELY TO PAY ANYWHERE FROM $1 TO MAYBE UPWARDS OF $60, IF THE GAME IS ACTUALLY GOOD, AND CAN PROVIDE HOURS OF UNIQUE PLAY TIME. Depeding on the games replay-ability would depend on how much I'd want to spend. I bought Terraria for Android, I've put soooo many hours into it, and for what... like 5 or 6 bucks I think? Then they update it, and I come back and do a whole new play through... I've done that twice now. lol but now I'm off topic.
 
The problem with the pricing is, people don't spend $10 on an app, for as beautifully created the game is, it's not how the mobile app market works, the most expensive ones are about $5 and even then people are not sure if it's worth it... also are getting used to not spending cash up front and waiting for micro-transactions.

As a casual mobile gamer, I have to ask instead, what would have been the better alternative?
A demo version, and a full version of the game or "unlocker", which is pretty common in Android store at least leaving it clear that it is not the full version you are getting for "free".
 
A demo version, and a full version of the game or "unlocker", which is pretty common in Android store at least leaving it clear that it is not the full version you are getting for "free".

Yes, "Mario Run - Trial" and "Mario Run - Full Version" is what they should have done, if they wanted to set the standard of avoiding hidden costs. I think gamers respect the pay once model, even if it is high. When I first heard about Mario Run, I didn't know there would be any free levels. I'm guessing Apple convinced Nintendo to turn it into a one time in-game purchase, which obviously backfired with the millions of people who weren't expecting the large $10 fee. It's all about expectations...
 
This isn't a good model. Get a game you think is free - play a couple levels and find out you have to pay for more. It's pretty much setup for disappointment. The two app idea is probably the best. Games with currencies and items to buy make for great micro-transaction games. If Mario doesn't have those mechanics, maybe they felt this was their best bet.

But $10 is a lot for a mobile game. No matter how good it is, you won't know how much YOU will like it until you get to play it. $10 isn't a lot for a pile of game money or items.

They should have started with the pricing model and built the game around it. It looks like they built the game and tried to sell it like a regular Wii game.
 
Wow.....the liberal saltiness is real. People need to get their heads out of the sand. It has been known forever that the game wouldn't be free. $10 isn't bad. Heck, Square Enix charges $15 each for ports of their games. The whole cheap entitled attitude of mobile users needs a reality check especially when it comes to Nintendo. Every generation of console for example has had users rebuy games for retro titles. Now that is something that people should be more concerned about. Folks won't hesitate to spend fifty bucks to take the family to see a Star Wars movie that lasts a couple hours, then later on buy it once released for home viewing again paying how much? Yet they are going to whine about paying $10 for a game they got to sample up front and decide if they like it. I am an Android user so I will have to wait for it. Will I buy it? The "whopping" $10 tag isn't my concern. My concern is the stupid DRM requirement of always having to be connected. That is what ticks me off to no end. I fly a LOT so it would be a great opportunity to play, but nope, won't be able to as it stands. That is why I am building a Pi Zero portable and am very eager for the Switch to come out.
 
This isn't a good model. Get a game you think is free - play a couple levels and find out you have to pay for more. It's pretty much setup for disappointment. The two app idea is probably the best. Games with currencies and items to buy make for great micro-transaction games. If Mario doesn't have those mechanics, maybe they felt this was their best bet.

But $10 is a lot for a mobile game. No matter how good it is, you won't know how much YOU will like it until you get to play it. $10 isn't a lot for a pile of game money or items.

They should have started with the pricing model and built the game around it. It looks like they built the game and tried to sell it like a regular Wii game.


Your statement makes no sense. You do get to sample the game up front and then decide if you want to buy it rather than charging $10 up front. I am willing to bet one of the reasons why they are waiting for Android to roll out too is because you can "return" an app purchase within a certain period of time.
 
Wow.....the liberal saltiness is real. People need to get their heads out of the sand. It has been known forever that the game wouldn't be free. $10 isn't bad. Heck, Square Enix charges $15 each for ports of their games. The whole cheap entitled attitude of mobile users needs a reality check especially when it comes to Nintendo.

I wouldn't say our heads are in the sand... We're just smart enough not to pay 10 dollars for a shitty mobile Runner. I don't understand how you can even compare it to the Square Enix ports. I bought Final Fantasy Tactics for 15 bucks and would gladly do it again cause I know I'll sink hundreds of hours into it. The same cannot be said for Mario run as I got sick of Runners back when Temple run was hot in 2011 and sold for 1 dollar.
 
Screw this game and any game that only does device specific releases.

That's essentially all Nintendo does. The only upside to device specific games is being able to take advantage of the hardware in a unique way, something Nintendo hasn't done since the Wii.
 
What about the 3DS :)

The 3DS does not. The 3d is a gimmick that hasn't caught on in any market. The dual screens does come in handy in some games but in others you'd wish they would have done a bigger screen instead of wasting money on two separate ones. The 3DS has been successful but that's mostly because it's based off the regular DS, which was still doing well when the 3DS came out. Not to mention, Nintendo is really the only game in town when it comes to a dedicated mobile console for kids. They push that market pretty hard and Nintendo should be hoping that Tablet and phone sales don't continue to eat into their market.
 
"Paying $10 or nothing at all only to be inundated with ads, pop ups or reminders of how I can pay a little bit of money to progress my game, is just horrible. If I'm paying for something, I simply do not want to be gamed into spending more."

agreed and well said (what's Next? commercials for Amazon?), But I also agree with Slappy's
'always connected'
gripe, cannot imagine why That was a requirement (unless the airlines gave a nice Christmas present to accompany Apple's, lol)
 
A demo version, and a full version of the game or "unlocker", which is pretty common in Android store at least leaving it clear that it is not the full version you are getting for "free".

But that's what you have? The first level is free, and thus a demo, and then you pay for the rest of the game.

Is $10 a lot? Compared to most mobile game, sure. But we've gotten used to this race to the bottom in mobile games/apps now, which Japanese game developers have generally refused to go along with (see Square Enix).

It looks like a fun game. Its not a runner like Temple Run, its just a platformer where you're constantly running right, which in most 2D Marios you're doing anyway. It works brilliantly for the Rayman mobile games which were great fun, so I have no doubt this would be either, and you get to try it first. Don't wanna pay $10? Then wait for a sale, there'll be one!
 
But that's what you have? The first level is free, and thus a demo, and then you pay for the rest of the game.

Is $10 a lot? Compared to most mobile game, sure. But we've gotten used to this race to the bottom in mobile games/apps now, which Japanese game developers have generally refused to go along with (see Square Enix).

It looks like a fun game. Its not a runner like Temple Run, its just a platformer where you're constantly running right, which in most 2D Marios you're doing anyway. It works brilliantly for the Rayman mobile games which were great fun, so I have no doubt this would be either, and you get to try it first. Don't wanna pay $10? Then wait for a sale, there'll be one!

The game itself doesn't cost any money so a sale on the store wouldn't do you any good. The unlock is in app.
 
I am happy with the game and I really like it. Most people are very disappointed about the price or about the levels. Nevertheless this game was always about skill and getting the princess cake. I was surprised to see that they made it scale from easy to challenging with all the type of coins and competition between players. Still, about this article, I don't think Apple payed Nintendo and Nintendo chose Apple cuz AppStore gets more revenue. All in all nice game and let's hope Nintendo gonna release some more games
 
I don't think Apple payed Nintendo and Nintendo chose Apple cuz AppStore gets more revenue
I think you are wrong and skipping the obvious, it's far easier to tailor performance and experience for a couple of handsets rather than the whole Android universe.
 
I think it's worth noting that for the first time Nintendo are trying to sell a game to people who haven't already bought Nintendo hardware, they aren't going to be so easily impressed, as is evident by the hammering this game is taking in the ratings and reviews.

Nintendo are aiming at an ever shrinking pool of people, if you like Mario and Nintendo games then great, but the reality is that most people likely aren't that fussed about them, at least not enough to part with money. If Nintendo's first party stuff had mass market appeal then the Wii U would be a success and 3DS sales wouldn't be heading south.

Personally I was surprised they opted for a £7.99 price tag, clearly the majority of people had a similar reaction and they weren't slow in letting Nintendo know it wasn't going to fly.
 
come from disappointed gamers who weren't expecting a paywall after so little gameplay.

There's nothing more disappointing. As I was discussing this with other Techspot members in a comment section. To be limited by how much you can play a game, unless you pay, buy tokens to refill you move meter or w/e it's called per each game. The new generation must be into it, because most people my age dont even mess with them, most people I know personally anyways.

I'm sorry, I did stop reading the article there. IF ITS A GOOD GAME, I'D BE LIKELY TO PAY ANYWHERE FROM $1 TO MAYBE UPWARDS OF $60, IF THE GAME IS ACTUALLY GOOD, AND CAN PROVIDE HOURS OF UNIQUE PLAY TIME. Depeding on the games replay-ability would depend on how much I'd want to spend. I bought Terraria for Android, I've put soooo many hours into it, and for what... like 5 or 6 bucks I think? Then they update it, and I come back and do a whole new play through... I've done that twice now. lol but now I'm off topic.

Read the whole article next time, before you embarrass yourself further...
 
Your statement makes no sense. You do get to sample the game up front and then decide if you want to buy it rather than charging $10 up front. I am willing to bet one of the reasons why they are waiting for Android to roll out too is because you can "return" an app purchase within a certain period of time.

Yeah, but they dont' know that when they download it. If it doesn't say 'Light' or something in the title to let people know it's not the full version they'll be expecting the whole game. it's an issue of expectations. If you start off knowing you're getting a trial version you won't be disappointed when you have to pay later for more. They just did a bad job marketing it.
 
You have to remember todays generation of people (gamer) expect everything for free and if it isn't get the parents to pay and that is Nintendos problem. I don't expect to get anything for free otherwise how do you think we will get more you have to pay.
 
Strange comments arise here.....a game, if required ad free, pay for it, if not, go for a pee when the ads arise.
THE GAME GOES ON, LIKE A JOURNEY, the same as travelling in a vehicle, pay for fuel to carry on the journey..........there has NEVER BEEN something gained for nothing spent..........
No-one goes to their place of employment and not receive a wage......
 
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