Earlier quoted context omitted.
Are we playing the same game? There's not a specific button to hit on screen that I've seen, it's basically the lower 1/3 of the screen that is a giant button that can be tapped anywhere.
Oh maybe you're thinking I was talking about game play. No, all the different menus and screens especially the ones where it's just a single button for progressing to the next screen. Those buttons must be hit directly. On a 9.7" iPad I have to use two hands to do that when I see no reason tapping the screen in a large area couldn't progress to the next area. I was only referring to buttons.
Super Mario Run
191–200 of 252 posts
Re: Super Mario Run
#192Earlier quoted context omitted.
I absolutely agree with you about paying actual money for a full game. The problem with this though is I've been burned a few times buying a game, only to have it become free with in-app purchases later on: functionality that was previously included is removed and players must now periodically pay to get it back (usually in the form of some kind of temporary 'power boost' pack). I guess the developers reasoning is th…
Are you describing a situation where you initially pay for the full experience only to later have some of those features you specifically paid for become in-app purchases again which you have to re-purchase? If so, surely that's not legal? I've seen apps where something similar to this happens before but people who bought the original full price purchase are grandfathered in.
One example: I purchased Rovio's Bad Piggies outright for a couple bucks way back when when there was the ad-supported version and the fully unlocked ad-free purchased alternative. Sure, my current version has all the features I originally paid for, but the experience has gone to shit.
The purchased version was a complete and ad-free game at the time. Now my version of it is filled with ads for their other games and "consumable" IAP options at damn near every pause screen, every menu and the loading screens because they made the game "free", which essentially downgraded my experience back to the free-to-play version they started with. I didn't lose any game mechanics, but I lost the ad-free experience I paid for.
Re: Super Mario Run
#193Earlier quoted context omitted.
I absolutely agree with you about paying actual money for a full game. The problem with this though is I've been burned a few times buying a game, only to have it become free with in-app purchases later on: functionality that was previously included is removed and players must now periodically pay to get it back (usually in the form of some kind of temporary 'power boost' pack). I guess the developers reasoning is th…
Music companies were/are notorious for doing something similar. I can't tell how many CD's I bought in the early aught's right when a band I loved came out with a new album - only to see it in Target a few months later with several "previously unreleased" tracks on it as a bonus. It drove me crazy since it happened so frequently.
Instead imagine that half the disc you originally bought turned out to be self-destructing ( http://news.bbc.co.uk/1/hi/magazine/3064327.stm ) but you can buy a re-release without the issue for a discount if you trade in the old disc.
Re: Super Mario Run
#194I tried it and didn't enjoy it. It largely comes down to tapping the screen when you want to jump... nothing else. Not having a real controller cripples this type of game.
Re: Super Mario Run
#195This will fit right along my daughters' other 96 run games.
/sarcasm
Re: Super Mario Run
#196Earlier quoted context omitted.
Oh maybe you're thinking I was talking about game play. No, all the different menus and screens especially the ones where it's just a single button for progressing to the next screen. Those buttons must be hit directly. On a 9.7" iPad I have to use two hands to do that when I see no reason tapping the screen in a large area couldn't progress to the next area. I was only referring to buttons.
Did you ever think of your 9.7" iPad as a one hand device to begin with?
It's all about using existing UX mechanics versus Nintendo bringing over awkward console mechanics to a touch screen device.
Re: Super Mario Run
#197Re: Super Mario Run
#198Earlier quoted context omitted.
So I saw Rayman Jungle Run on sale awhile back but it has "In app purchases." I bought one or two paid apps with in app purchases and never again. You can nickel and dime me if you're a free app but not if I spend money on it. How is Rayman?
In-app purchases are not inherently problematic, it's when they are used as a core mechanism to play the game that they become a problem. I have no problem with in-app purchases to make things easier, or let people skip levels when it's not a direct competition between players. That might even induce some developers to actually put some challenge into the game. The problem is when it's not just challenging, but nearl…
They open up pandora's box and allow game devs to focus on superficialities to increase revenue (such as a bonus level, ways to skip level, etc..). Were the playing field completely even -- no in-app purchases -- gameplay would necessarily have to win out and people might spend more time reading mobile game reviews.
When you can be angry bird and get on the top grossing list for a long, long time because you got in-app purchases, I believe it skews the data and as a result, many are poorly informed as to which game truly is the best.
Re: Super Mario Run
#199I played through the first couple of levels and was instantly hit by how much better the level design, gameplay and characters were than the usual mobile game. I happily plonked down my ten bucks. I cleared the game in a single lunch hour, but I'm not disappointed. The game design easily surpasses anything I've ever played on my phone, and there's a bucket of replayability. Pink/purple/black coins to get, speed runs…
>Younger gamers have an expectation that everything on mobile should be free, but kudos to Nintendo on having the balls to stay away from cheap pay2win tricks and stick to an old school pricing model. nintendo is sticking to an old school pricing model by making a f2play game? damn im old, like older than 5 years old old
Re: Super Mario Run
#200Am I the only one who feels in places the UI was rushed? Like the generic sans font in the splash screen, and buttons that look like Aqua from 10 years ago?