Super Mario Run, on top of being a great game at a great price is basically single payment f2p.
And most people didn’t get that you could buy it and not worry about needing to buy berries or diamonds for real world money. Not worry about your child spending hundreds of real world dollars when playing on your phone.
People just hated the fact that they had to pay for the cheapest priced Mario game ever.
It's based on the platform. Nobody would've bat an eye at a Switch or PC game for an upfront cost, but asking 10$ for a mobile game was kinda unheard of. I think they misjudged the market response there.
I can't say I'm not biased here, I basically hate 95% of all the mobile games I ever tried, or at least stopped playing after an hour - so a 10$ purchase for me would simply never happen, because I don't like the platform. On the other hand I did do the "paid unlock" after trying it out for a few. (Ignore this if they had a demo, I never tried it, wasn't it iphone only?)
> but asking 10$ for a mobile game was kinda unheard of
Ironically, this used to be the norm when the iPhone's app store came out. For example, Super Monkey Ball was $10 in 2008. Over time, there was a race to the bottom, and then F2P became the norm when Apple introduced IAP.
> And most people didn’t get that you could buy it and not worry about needing to buy berries or diamonds for real world money. Not worry about your child spending hundreds of real world dollars when playing on your phone.
People already figured how to not allow kids to pay real money in games. They don't worry about that. You just don't attach card to account or require password.
And most people didn’t get that you could buy it and not worry about needing to buy berries or diamonds for real world money. Not worry about your child spending hundreds of real world dollars when playing on your phone.
People just hated the fact that they had to pay for the cheapest priced Mario game ever.