Super Mario Run: half way there...
Yesterday I downloaded Super Mario Run, the first mobile game based on the well-known IP from Nintendo. I played a few sessions, and that was fun - it's a full Mario game in terms of graphics, sounds, and Nintendo did a great job in adapting to mobile users with a very simple gameplay (Mario runs by himself, you just touch the screen to make him jump, like in Mega Run, Jetpack, etc.). But today, I won't play it anymore, because I can't continue without paying, and it's TOO SOON for me to pay now. The "mega fans" will certainly pay right away, but the power of the mobile game market is to reach millions of people.... most of them "Mario fans" like me but not "mega fans". I would like to continue to play Super Mario Run more - for a few days, a few weeks, it doesn't matter. That's called RETENTION, and it's the key to long-term success and monetization. I have been playing Boom Beach for 2 years now, and I still launch the game 3 to 5 times a day!
How come Nintendo did not go all the way to embracing not only the "mobile gameplay" main usage, but also the "mobile freemium" main model? Let's hope that they will change this fast, this is just version 1.0!