Get Ready! Nintendo is about to launch its first mobile game on December 15th. This game is Super Mario Run, a platform specifically built with mobile controls in mind. The game will start out free to play, but at some point, you will need to spend $10 to buy the entire game. This is a extremely different business model than games like Candy Crush and Pokémon Go, which have micro transactions built into the game, which you can spend as much or as little on the game as you want to. These micro transactions will shape how fast and effectively you progress in a mobile game. Super Mario Run's business model flies in the face of what is the norm in mobile gaming. My question is this: is a $10 charge too much to pay for a mobile game? And is this one time fee a more fair business model for consumers than the Free to Play, Pay to Win model that has dominated mobile?
This would be a good topic to write about as the game is releasing. It highlights a key component of the game at a time when the game will have the attention of the mobile market.
I like the idea of the game. I would want to have a test trial to be able to decide if I think the game is worth spending $10. Through the free trial period I would make my decision. I do think that is expensive, but I think its reasonable comparing to other options from other mobile games. I'm iffy about it. I guess it'd have to be a really good game, for myself to pay $10. - Nads – Nads438 years ago
I personally think $10 is tooooo much – Haruskie28 years ago
Could explain why you think $10 is too much. It might help however ends up writing about this topic to get a clearer insight into how people perceive this product. – SeanGadus8 years ago
Could you explain why you think $10 is too much. It might help however ends up writing about this topic to get a clearer insight into how people perceive this product. Sorry for the spelling errors in the message above... – SeanGadus8 years ago