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It's one of the most successful games on App Store, and yet I keep saying so much negativity to it on MacRumors and on the comments.. You apple fans are the worst

What did you want, another Candy Crush clone?

Most successful game in number of downloads doesn't say much....Pokemon Go anyone?
 
It would be OK if it was a traditional "full game" and not a stupid in-app purchase that only works with a single Apple ID.

I bought it on our family iPad that runs with a different Apple ID than my iPhone, so I can’t play it when on the go. I sometimes wish we didn’t make the switch to using Family Sharing.
As with other apps that are unlocked via an IAP, you can restore the purchase on your family member's devices by logging on with the ID that has made the purchase. When you try to purchase it again, it will say you already own it. You do have to sign up for a Nintendo ID on each though, because this is how your progress is sync'ed and saved.
 
It's one of the most successful games on App Store, and yet I keep saying so much negativity to it on MacRumors and on the comments.. You apple fans are the worst

What did you want, another Candy Crush clone?
1. Most of the negative comments come from people that did not even tough the game.
2. The mobile gaming market has distorted value for money. Most people prefer free with ads, or pirate games (regardless of price).

Through time, the reviews will normalize itself once the actual players are reviewing the game.
 
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It seems the app store reviews have their share of negativity as well.

Just because I enjoy apple products doesn't mean I have to blindly love everything about its platform. I found this game not to my liking, and thusly removed it. :)

The later levels have more interesting dynamics and challenges. Not only does it get much more challenging to simply get to the end, it becomes a bit of a puzzler as well. But I can certainly see how you wouldn't like it.

I'm not sure if the first few levels quite show the game off in to its best.

The one thing I'm a bit confused about is how to play it after I've bought it on multiple devices. I'd like to be able to play it on my iPhone and iPad.
 


, which eschews the typical model of paying various small amounts for select in-game features.


It's sad that we've got to a point where this is typical and the thing to be expected instead of paying once and don't have the companies releasing half-made or v0.5 games and make you pay for DLC....
 
I downloaded the game, tried it and happily paid the €9,99 to unlock all levels. Because I quite like the game, it's far more challenging that I imagined. However, I do agree with the people saying its business model it not really a smart move. Not for themselves, it is. I personally never believed in this freemium model, because you simply end up paying more than when you just pay a one-time price that's a bit higher. If Mario Run would've been a freemium game, I'd not get it. Unless... unless, it allows you to play all levels, and the in App purchases are for removing ads, getting bonus levels or anything like that.

But that's not what they did. I like the game and I know many others agree with me. It's just that the game is a hype right now, but soon that will all end.
 
It would be OK if it was a traditional "full game" and not a stupid in-app purchase that only works with a single Apple ID.

I bought it on our family iPad that runs with a different Apple ID than my iPhone, so I can’t play it when on the go. I sometimes wish we didn’t make the switch to using Family Sharing.

Look for my recent posts. It's really easy to enjoy the full game for free (by only paying once the 9,99) on multiple devices and on multiple Apple IDs
 
The price is fine. The two things I think don't help are one, online only, two I can't run backwards and its just another run game (granted one of the better ones). I think people want a real Mario game. I commend Nintendo though for sticking with a single payment, so much better then Pay 2 Win, I will never support that payment method!!
 
Except that a number of us are ok with paying $10 but not paying $40 because Nintendo choose to weasel their way out of Family Sharing. I would've bought it but I'm not supporting it on those grounds alone.


Look at my recent posts in the forum. There's an easy way to use the game for free (only paying once the 9,99) on multiple devices and on multiple Apple IDs
 
I understand asking 50$ for a game for Playstation, Xbox or PC as it most likely took several years of development and tens of millions of dollars of investment in the story line, gameplay mechanics, graphics engine, development, royalties, retail costs, testing, etc.

What I don't understand is asking 10$ for an app game, with so simplistic gameplay and graphics as Mario which can be coded and designed from the ground up by a several good app developers in a matter of months (or even weeks if we consider that Nintendo is an expert with decades of experience in game development so they must have all processes really optimized and organized).

This is really bad go-to-the-market strategy by Nintendo and they shall pay the price. Im not really that surprised by this news article when I found out about the price they are asking. Candy Crush creators made tons of money while offering the game for free. Just saying...

The reason of the price was never the amount of content in the game.

The reason for the price was the the value of the Mario IP and the value of the brand. Nintendo feel that you should pay a "premium" to be able to play a full game featuring the most valuable and iconic character in gaming history.
 
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How often do you find yourself with no internet connection on your iPhone? Either cellular or on wifi?

I encountered this issue on a train journey last weekend, downloaded Mario Run, paid the upgrade fee for the full game to then find that the connection when on a moving train wasn't stable enough to allow the game to launch. Facebook / YouTube both working fine while moving but not Mario Run so I can see where peoples frustration comes from. Its bad enough that the paywall hits so early but with other limitations like this in place once payment has been made will result in a lot of unhappy people.

The games itself is actually really good, its addictive and gives that "Old Skool" Mario feel but in a new way. I haven't completed it yet but I've happily enjoyed a few hours of gameplay from it :)

XIII
 
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It's one of the most successful games on App Store, and yet I keep saying so much negativity to it on MacRumors and on the comments.. You apple fans are the worst

What did you want, another Candy Crush clone?

What I wanted, and I'm going to keep saying it because it's an important point to keep making, is for games companies not to treat paying customers as criminals who can't be trusted.

Lots of people downloading a trial is one kind of 'successful' sure. But it's not financially successful if there is a conspicuously low conversion rate to the paid part. And it's not artistically successful if people are shunning it because they tried it and didn't feel compelled / convinced to unlock the rest of the game. And for me, it was a failure both financially and artistically as soon as they announced it required an always-on internet connection and told us their offensive justification for that.

I don't see the relevance of your 'Candy Crush clone' comment at all. Nintendo appear to have made a nice Mario game than I, as a fan of Nintendo Games and someone perfectly willing to pay for a game that doesn't eye me as a criminal, decided I don't want to even try. It's not about the game's style or genre at all for me, and I suspect it isn't a major factor for a large proportion of those who haven't bought it.
 
The later levels have more interesting dynamics and challenges. Not only does it get much more challenging to simply get to the end, it becomes a bit of a puzzler as well. But I can certainly see how you wouldn't like it.

I'm not sure if the first few levels quite show the game off in to its best.

The one thing I'm a bit confused about is how to play it after I've bought it on multiple devices. I'd like to be able to play it on my iPhone and iPad.
I've installed it on 5 iOS devices on 3 different Nintendo IDs.

1 - Purchase the IAP on your main Apple ID. Setup a Nintendo ID and link your game to that ID. The Nintendo ID tracks and syncs your game progress as well as your IAP.

2 - On your second device, install the game. During the initial game setup, link it to your Nintendo ID. Since your linked NID has the IAP, the full game unlocks and your progress is sync'ed.

Additional steps to get this on your other family member's devices:

1 - if the family member's device is logged in to the app store with their own Apple ID, log out and log in with your ID that has already made the IAP. *Critical* step so that you're not charged $9.99 again.

2 - During the initial game setup, *skip* linking to Nintendo ID. Proceed to completing the tutorial and make avail the purchase option. Go ahead and make the purchase. This is a bit of a leap of faith as it'll look as if you're paying for it again. It will say that you already own it and will unlock it without paying again.

3 - Create another NID and link the game to it. That NID now has the IAP tied to it. Play through it a bit so that everything syncs up on your NID.

4 - Delete the game. Log out of the app store from your Apple ID, and log back in with the family member's original Apple ID. Install the game again with family member's ID.

5 - During the initial game setup, link the NID. The full game should be unlocked.

The purpose of this is to keep your individual game progress, and when the app gets updated, you don't need to log in with your Apple ID to get the update. I setup my kids' devices with this method earlier this week.

Have fun!
 
What I wanted, and I'm going to keep saying it because it's an important point to keep making, is for games companies not to treat paying customers as criminals who can't be trusted.

Lots of people downloading a trial is one kind of 'successful' sure. But it's not financially successful if there is a conspicuously low conversion rate to the paid part. And it's not artistically successful if people are shunning it because they tried it and didn't feel compelled / convinced to unlock the rest of the game. And for me, it was a failure both financially and artistically as soon as they announced it required an always-on internet connection and told us their offensive justification for that.

I don't see the relevance of your 'Candy Crush clone' comment at all. Nintendo appear to have made a nice Mario game than I, as a fan of Nintendo Games and someone perfectly willing to pay for a game that doesn't eye me as a criminal, decided I don't want to even try. It's not about the game's style or genre at all for me, and I suspect it isn't a major factor for a large proportion of those who haven't bought it.
The candy crush clone is the free to play model. Imagine having only 5 Mario lives and when they were up you had to wait am hour for each one to come back. Or pay $0.99 to replenish one straight away.

Or when you add a toad house to your kingdom you have to wait 8 hours for it to build or pay $.99 to have it build in half the time.

Or each for the road rally had to be paid for by gems which you had to pay for.

The game would be terrible but people would be able to "play" for free.
 
It would be OK if it was a traditional "full game" and not a stupid in-app purchase that only works with a single Apple ID.

I bought it on our family iPad that runs with a different Apple ID than my iPhone, so I can’t play it when on the go. I sometimes wish we didn’t make the switch to using Family Sharing.

So log into your phone with you iPad's ID, then download and restore purchases. This is what everyone did pre-family sharing. You should know that.
 
From a business standpoint. They might have priced it right if you sit down and think about it. They've made 21 million from the game so far... if the game was 1.99. Would 10 million of the people that have downloaded the game would've bought it?? I highly doubt it. If the game was 5.99.. would double the amount of people buy the game??
The same people that would buy the game at 7.99 would buy it at 10.99. Honestly. It was the best way to maximize profits. Now i wouldn't b surprised if in a few months there's an ad supported version and the price drops. But capitalize off the excitement in the beginning at least
 
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I don't think the problem here is that he game cost $10.. There are more expensives games in the app store from big name companies like Nintendo.. The problem here is that they built all this hype about the game only to release a game that can't be play without internet.. A game labaled as free then boom after 3 maps you are force to pay if you want to keep playing (The heck is this??? Subway Surfing??).. Why didn't they just charged $10 upfront and be done with it... I think the game is great and if they keep adding new content then it will be even better... But the way the game is right now, i see it short live and forgotten in a couple of months if not weeks..
 
Every time Apple releases something these forums are full of complaints and whining. Nintendo releases a game and these forums are full of complaining and whining........
 
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I'm surprised by how fast it's growing given how poor the app store reviews are. I think we're at 2 1/2 stars. The paywall seems to come up quick and the initial play of the game was more or less boring and not challenging

I went through the first couple of levels and hit the paywall. I then deleted the game.

What you said is exactly their problem. You missed the point of the game (which is also the point of every other mario game in history) - which is getting 100% on the levels. It isn't your fault, I don't think they made it clear that once you get the 5 coins it opens up a new configuration for the level. To get 100% on the levels you have to play each one at least 4 times, and there is no way that you can possibly get the 5 coins each time on the first try. The game is simple to just run to the end of the level (so that it is accessible for children and new players) but has a more challenging objective for everyone else.

The other thing, if they had 40m downloads, and an 8% conversion rate that puts this game at 3.2m copies in 4 days. That puts it at #15 compared to all other 3DS game sales over all time. Once it gets to 5m it will be in the top ten. The 3DS has been out for years now, and this is just four days. In terms of development scope this had to be a smaller project compared to a full 3ds title, so the shares dropping seems very short sighted to me, I have no doubt that this game will end up being very profitable for them.

The only thing they need to fix with this game is removing the always on internet requirement. Parents buying this for their kid are going to be pissed when they find out it won't run when they are on the airplane (and have to pay another $10 for internet service.)

Which brings me to my last point...man do people not value software at all. I think it is just the idea that anything digital means replication is free, which it essentially is (Minus ongoing support and server infrastructure) but the pricing of digital goods comes from the initial time investment in creating them. It is the same for most all physical goods, but people have already accepted that fact (Or people just think that it actually costs $800 to build an iPhone or $2000 to build a MacBook Pro.)
 
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