Super Mario Run

With the impending launch of Super Mario Run, there's been a veritable explosion of coverage across the internet as Nintendo has been aggressively promoting the timed iOS exclusive. Fans will be pleased to hear that it isn't going the route of microtransactions or free to play, as is popular in the mobile market, but will be centered around paying a one time fee that gives you access to the full game.

Miyamoto recently talked with Financial Post on the matter, mentioning that it's been the plan ever since the company began development on mobile games. Here's what he had to say:

When we first started talking about bringing Nintendo games and Mario to iPhone, we talked a lot about what we would do from a monetization standpoint and debated this even with Mr. Iwata back in those days (Satoru Iwata was CEO of Nintendo until his death in 2015).

Certainly there are a lot of different ways that you can monetize a game. In Japan there's a mechanic that's referred to as "gacha," where you keep spending small amounts for a raffle or lottery to get rare items. There are other ways that you can charge people repeatedly to get money. And there are games that rely on a very small number of people who pay a lot of money and the rest of the players play for free.

But we looked at who a traditional Nintendo game player and consumer was, and we feel that in our case with a lot of our products we see parents buying the game for their kids. In that sense, we felt pretty strongly that we needed to have a form of monetization where you would simply pay once and be able to play as much as you like. That was important for Nintendo and our audience. You don't see a lot of [mobile] games that are set up that way these days, but we felt it was important for us to establish that for this game.

What do you think? Did Nintendo make the right choice? Will you get Super Mario Run? Drop us a comment in the section below.

[via nintendoeverything.com]