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A few million paid copies of this game is a ton of money.

The original article stated an 8% conversion rate. At 25 million downloads and the 8% conversion, that's 2 million paid copies. At $10 a pop, that's $20,000,000 of revenue in 4-days. Nintendo and their developers get 70% of that, so that's $14 million.

All this means that it's a HUGE HIT!

Can someone who is an App developer take a guess what it would cost to get a game like this programmed and developed? Would a $5 million development budget be too much? I really have no idea.
 
Will Nintendo never learn? This would have been SO successful at $5 for the complete game, no wifi-only DRM and and family sharing. For an additional $5 you get to unlock more characters, costumes and cosmetic changes. As it stands I see few of these millions shelling out $10

And Nintendo would never have been able to release a game that cost more than $5 ever again.
And let's see how this plays out. Everyone is going to know someone who bought the $10 game. Let's see if word of mouth converts people into paying customers.
 
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Then it could have been an even yuger hit had Nintendo understood economics! :p
I think Nintendo understands economics just fine. They've been in the business longer than you've been alive (probably).

Here's my take, Mario is Nintendo's prized asset. He is the face of the company. There's no way that they could have made this a regular F2P title because it would devalue their crown jewels.

They can't price it too low because customers will expect all of their properties to be priced low.

I'm sure they've studied the price point thoroughly and decided that $10 premium price point worthy of Mario, but not too high to prevent any conversions.

In the end, it's not really about the money for Nintendo. It's about getting their properties into the mobile gaming arena, but also maintaining the perception of high quality.
 
I think Nintendo understands economics just fine. They've been in the business longer than you've been alive (probably).

Here's my take, Mario is Nintendo's prized asset. He is the face of the company. There's no way that they could have made this a regular F2P title because it would devalue their crown jewels.

They can't price it too low because customers will expect all of their properties to be priced low.

I'm sure they've studied the price point thoroughly and decided that $10 premium price point worthy of Mario, but not too high to prevent any conversions.

In the end, it's not really about the money for Nintendo. It's about getting their properties into the mobile gaming arena, but also maintaining the perception of high quality.

Sure we can agree to disagree on price point but wifi-only DRM and no family sharing is just anti-consumer and beneath what Apple customers expect.
 
That's the point though. The levels for each coloured coin are different. Not just that they have different block placement in them. Some of the levels change significantly between the pink, purple and black coins.

I was going to say this as well. Not to mention that once you get all of the coins, you can choose which version of the level you want to play. Got all the coin colors once? Try it again, but in less attempts this time! There's a lot more replay ability than a lot of people seem to realize.
 
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Sure we can agree to disagree on the price point but wifi-only DRM and no family sharing is just anti-consumer and beneath what Apple customers expect.
Totally agree with you on the DRM, but that's typical Nintendo behavior (see "lockout chip"). The Family Sharing thing is also a dirty trick as well, but there are workarounds for that.

In the end, I paid the $10 because I enjoyed the game enough. The always-on internet requirement isn't a big deal for me because I pretty much always have internet.
 
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...

I think $10 is a great price for this game, I don't want ads or any kind of in app purchases. Nintendo could make it cheaper but then they would just be undervaluing their product. Just as Apple could sell the iPhone for a lot less and still make money, but people still buy it at the higher price.
 
I sometimes wish we didn’t make the switch to using Family Sharing.
what have you lost by using family sharing? $10, because you didn't know that in-app purchases are not something you can share with the other family accounts? what other negatives do you have about the feature?
 
Yep. Sadly, people are happier paying $100 over a year than $10 all at once.

Goodbye, single-priced apps of the future.

I hate this whole affair is just giving more fuel to that conclusion.
I really wish people would stop using this argument. It's not about the fact that it costs money. It's about the fact that it is stupidly overpriced. It costs 14 dollars here... for a glorified flappy bird essentially, except MARIO-themed.

For the same price, I can get games with much more content, like Minecraft or (the much better) Leo's Fortune. The latter, on the other hand, is a great game made by incredibly talented people that has way more depth and a much better gameplay experience. And it costs half the price.

I'm not mad about games costing money; I'll gladly pay 10 dollars for a game as good as Leo's Fortune or for a game with as many elements as Minecraft. But charging 14 dollars for a poorly-rated, flawed, generic game because of branding is idiotic, and I refuse to accept Nintendo's cocky pricing.
 
I agree with what others have said about not valuing software, and I'm frequently guilty of it myself. Pay $1000 for a new iPhone every couple of years? Sure, no problem! Spend $10 for an app/game? No way! Free, or it's not worth it!
 
im surprised that price turned out to be the biggest issue with the game.

i had no issues with price - just didn't think the game was very good. also the 24/7 internet thing is absurd.
 
Great, still not going to buy it. Doesn't work offline. Kinda important for cross-country flights.
 
I haven't had much time to play yet but I'm a big fan of the "download for free and pay once to unlock everything" model. So far the game seems like a lot of fun. It's still fairly simple but I trust levels 1-2 and 1-3 will introduce more complexity; if not I will be a bit disappointed.

Stay strong Nintendo! You're fighting the good fight!
 
what other games' message boards do you guys go on to talk about how you don't like the game or it's overpriced?
 
The problem with the game is lack of content and if the reports are true and Nintendo does not plan on adding anything else then this whole thing is pointless and it's one of the worst games ever made
 
I noticed that in the shop there is a pink, purple and black pipe that says something like "It has a star on it and when tapped will take you to a secret course". :D

Sounds like a star world to me.

You can purchase them once you have collected all of the respective coloured coins :D

I just got all the pink coins and got that pipe you mentioned. It does indeed take you to a special level, and it's not easy!
 
40 million downloads - Not really surprised since the game has been advertised at the top of the App Store for an age and the biggie: it's Free.

Would love to see the percentage of those downloads turn into paying customers though. 2%. Less?
 
40 million downloads - Not really surprised since the game has been advertised at the top of the App Store for an age and the biggie: it's Free.

Would love to see the percentage of those downloads turn into paying customers though. 2%. Less?
The analytics firm quoted in the original post estimates the conversion rate at 8%.
 
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40 million downloads - Not really surprised since the game has been advertised at the top of the App Store for an age and the biggie: it's Free.

Would love to see the percentage of those downloads turn into paying customers though. 2%. Less?
So far it's just under 10%.
 
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