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Just bring Puyo Puyo to mobile and charge me a dollar or two for it.
Puyo_Puyo.png
 
Nintendo needs to focus on making great games that are one time buys and have ZERO in game purchases. Like the old days on Nintendo/Super Nintendo.
Then they'll charge $10 for it, people will bitch and moan at the top of their lungs, and no one will buy it.

In the NES/SNES days, games cost the equivalent of $100~$200 now.
 
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Personally i always make it a goal to play a game to the end with no in app purchace.
If i get more than one pop up forced add i delete the game.

Charge me $5 - $10 for a full decent game with zero adds and power ups. Thats my model and thats the model apple will tap into... let the kids make the micro purchases as they feed their addiction and the gamers pay $10 a month for good games (hopefully) and no adds. Well done apple on this one, lets hope its as good as we want it to be.

$1000 iphone - $10 Apple Music. $10 Apple News+ $10 Apple TV+ $10 Apple Arcade
 
To Nintendo fans who are complaining about the "freemium" make up of the game…

Go buy a Switch and get the online experience for $20. A full online playable "Dr. Mario" is there. Also, there is a slew of arcade classics with international high score boards for $8 a piece.

Franky, that's what Nintendo wants you to do anyway. They're not about to cannibalize their Switch income with mobile games. These mobile games are supplementary income for Nintendo, not primary.
 
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For ****'s sake, just let me spend $10-$15 and buy the game and play it to my heart's content, don't try to nickel and dime me along the way.
 
On the model itself, I think this is an Apple issue. People are reluctant to spend real dollars on software if they can't try and return the software if it doesn't meet their needs. If Apple created an easy method to try apps without paying up-front, or to return apps within a short window of time and receive a refund for the amount paid, I think users would be much more likely to buy apps that cost more than a few dollars.

I personally have been in this situation numerous times. A particular app that costs, say, $15, may look very interesting, but I don't pull the plug because I'm not sure from the description and pictures whether it's really what I want. If I could easily try (or obtain a refund), I would do so and would choose to keep many of them.
 
Nintendo. Listen up.

Want to make money?

Release a range of bluetooth NES / SNES / N64 controllers with matching emulator software for iPhone, iPad and Mac. Add instant save functionality. Bundle the emulator with 2 or 3 top-of-the line games (e.g. SNES emulator with Super Mario World) and charge 2 or 3 EUR/USD per additional game as in app downloads. Maybe even release some new games in the old style (e.g. a Metroidvania game for SNES) at a higher price.

Watch the money roll in.

Want.
 
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I disagree. Mobile and console gaming are different animals. Mobile gaming, for the most part, consists of quick hit 5-10 min interactions - often spur of the moment. Console gaming is typically a time commitment engaged with intent. Mobile primarily has the freemium model. Console gaming bleeds the people primarily through dlc... lots and lots of dlc. There are always going to be exceptions like Fortnite and such, but most of the money in console gaming comes from that large upfront financial outlay... then the dlc... followed by more dlc... and more dlc... then remastered editions... and more dlc

I don’t disagree with that assessment, it’s almost two sides of the same coin. Pun partially intended. I agree with what another posted stated with how you just want to pay and play as much as you like. Period. As soon as I see a freemium game I move on.
 
The masses have spoken. Freemium is the mode of preference. Whatever emotions people associate with Nintendo, at the end of the day they need to remember that Nintendo is, first and foremost, a for profit business. Freemium is where they got acceptable ROI. One time buy was a revenue disappointment. As long as freemium is the more profitable avenue to take in mobile, we'll get freemium games from Nintendo... and almost every other successful games house.
That's fine and all, but like the Old El Paso commercial, why not both? If people want energy/boosts/lives that you can pay a buck or two like the Candy Crush model, fine. But unlike Candy Crush, if I wanted to make a $10/15/20 purchase that unlocks 5 lives / 24h or whatever lockouts they decide doing I would be all for that.

Freemium works, I get it, but don't block out people willing to do both. But still better than subscription model.
 
That's fine and all, but like the Old El Paso commercial, why not both? If people want energy/boosts/lives that you can pay a buck or two like the Candy Crush model, fine. But unlike Candy Crush, if I wanted to make a $10/15/20 purchase that unlocks 5 lives / 24h or whatever lockouts they decide doing I would be all for that.

Freemium works, I get it, but don't block out people willing to do both. But still better than subscription model.
Just a guess, but devs like Nintendo expect a certain return on investment. If one method gives you that ROI and the other method falls short... business being business, it doesn't make sense to expend resources on activities that won't produce the desired results.
 
Glad to see the amazing power of the modern iPhone really pushed to it's limits again :(

How about Nintendo actually making a REAL game for iPhones, just once?
 
I see a lot of people complaining about micro transactions and pining over the good old days of buying a game once and owning it forever. Well as a former developer let me shed some perspective on this subject. First in the past when you bought your $40-$50 Nintendo game that would be the equivalent of about $150-$200 dollars for a game today, not the $10-$15 I’ve read here multiple times. So for starters are you willing to pay 10x the value your stating and drop $150-$200 for your one off mobile game purchase? #2 when you bought that original Nintendo game you got to keep and play it forever but it also had zero changes during that time. In other words your Nintendo cartridge received zero updates since you bought it. So after you spent that $200 for the mobile game for your original iPhone. Your ok with playing it only on older devices that support the original 32 bit architecture and not any new phones that are 64 bit only? Let’s assume you could play it on a new device despite the architecture difference your cool with that $200 mobile game purchase being in a tiny screen with black borders and not updated for the new screen sizes and still being in pre retina textures right? Because remember that original Nintendo game isn’t supporting your hd screen television that you have today. If your truly ok with this then yes, games could be sold to you and be profitable enough not to need in app purchases. But for the overwhelming majority of gamers this would be completely unacceptable. For starters they’re not willing to drop $200 or anywhere close to it for a mobile game regardless of how much larger and better it may be than those original Nintendo games. Secondly they want the game updated constantly and religiously. The instant a new phone comes out read the reviews. Like clockwork you’ll see “when’s the update for the new screen resolution. When’s the update for the new architecture. When’s the update for new/more stages” etc etc. Well if you want a game developer to do more work or update that game EVER, then that new work isn’t part of the original purchase price. So even on a one time purchase game you’d still have to have an in app purchase for each update. Of course people would drop their ratings to 1 star and bury any game that was sold as a one off and then charged for each update. So the developers don’t do it. They instead release the updates for free and sell other things as in app purchases. Of course many (98 percent) of people won’t pay for anything they don’t have to pay for so you need a few big spenders to buy things to subsidize those people to make all your additional work viable and worth your time as a developer. These people won’t spend big bucks to subsidize everyone else for nothing in return so you have to give them powerful items for their money because like anyone else why would they spend their money if they didn’t get something for it? And what’s the result? The current iAP system as it is. This system wasn’t developed out of greed. It was developed out of necessity. It’s the only stable model for giving the buyers what they actually want. I guarantee you no one here even the people saying they want a one off purchase actually wants a one off purchase because the price would be way too high and you would not be ok with it never getting updated.
 
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