Two of the below are projected, to note.
Source: https://blog.apptopia.com/fortnite-clears-100m-downloads-and-160m-in-iap-revenue
Source: https://blog.apptopia.com/fortnite-clears-100m-downloads-and-160m-in-iap-revenue
Wait what, Super Mario Run was the fastest? I always assumed that game was a relative flop.
I played the first world but never brought the others worlds... that is what happened... it was a model that flopped hard.Wait what, Super Mario Run was the fastest? I always assumed that game was a relative flop.
I guess they should've put Mario costumes behind IAPs instead.I played the first world but never brought the others worlds... that is what happened... it was a model that flopped hard.
Wait what, Super Mario Run was the fastest? I always assumed that game was a relative flop.
It was because those downloads didn't convert to buyers. People weren't playing after the "trial" portion of the game.
I played the first world but never brought the others worlds... that is what happened... it was a model that flopped hard.
They left a shitload of money on the table by doing it the way they did it. Big disservice to their investors to leverage what's arguably one of the most popular properties like that.https://www.theverge.com/2017/1/31/14451180/super-mario-run-paying-conversation-rate-revenue
Before it got to 100 million downloads Mario Run had a 5% conversion rate, and made about 50 million dollars. Maybe not what Nintendo was looking for, but pretty good for such a low-budget game. I'd hardly call it a flop, but it doesn't generate as much profit as games that are designed to perpetually ask people for money.
5% is pretty much a flop in the world of F2P mobile games...https://www.theverge.com/2017/1/31/14451180/super-mario-run-paying-conversation-rate-revenue
Before it got to 100 million downloads Mario Run had a 5% conversion rate, and made about 50 million dollars. Maybe not what Nintendo was looking for, but pretty good for such a low-budget game. I'd hardly call it a flop, but it doesn't generate as much profit as games that are designed to perpetually ask people for money.
Auto-Firing + Motion Control make the game enjoyable on mobile for me. Building is a huge mess, but for some quick plays I can live with it (same applies to my opponents anyway).
Not necessarily, played is a relative term (in this case). I would bet that most people who downloaded the game, played only for a few minutes, just to see what's the game everyone keeps talking about. But still, impressive numbers.
Does this mean 100 million players on IOS? The 128 million total players across all platforms or something like that they announced a few months ago seems weird now
This to me just means the game is growing at a crazy pace, hopefully we get some new numbers soon.The previous announcement is outdated now. In fact, it might have been outdated when it was made. Just stand-by, there will be an infographic for the anniversary.
What I really like about this news piece is that the every users generated $1.6 on average.
Big disservice to their investors to leverage what's arguably one of the most popular properties like that.
It wouldn't, that's a strange takeIn their eyes it would have been a disservice to cheapen the value of the Mario IP by tying it to a cheaper or free game.
They left a shitload of money on the table by doing it the way they did it. Big disservice to their investors to leverage what's arguably one of the most popular properties like that.
a shitty, poor game at any price is a shitty, poor game. I don't think this master strategy of keeping the pricing high is what's keeping people into Merrio. free is the future.Nintendo doesn't drop prices on first party games, or doesn't over-ship items with major IP on them like the NES Classic, or doesn't make Super Mario Run a $2 game for a reason.
They feel their IP, especially their top shelf stuff like Mario, is worth a certain amount of money and they would rather see Super Mario Run flop rather than drop the price of the game to make it a success.
The Mario IP keeping a high value in the eyes of consumers is more important to them than the success of any individual Mario game.
a shitty, poor game at any price is a shitty, poor game. I don't think this master strategy of keeping the pricing high is what's keeping people into Merrio. free is the future.
honestly the best thing they could have done was make the game more fun to playI mean, we did clearly see that f2p garbage in blockbuster games harms brands like... last year.
Battlefront 2 killed off f2p mobile garbage for the near future for AAA games.
Now, maybe there should have been more costumes you could pay money for to put on Mario and Peach, but the game doesn't seem like the type of game that would benefit from lots of cosmetics.
https://www.theverge.com/2017/1/31/14451180/super-mario-run-paying-conversation-rate-revenue
Before it got to 100 million downloads Mario Run had a 5% conversion rate, and made about 50 million dollars. Maybe not what Nintendo was looking for, but pretty good for such a low-budget game. I'd hardly call it a flop, but it doesn't generate as much profit as games that are designed to perpetually ask people for money.