Jimmyfenix
Member
Nintendo launched Super Mario Run for Apple devices on Dec. 15. By Christmas, business already seemed to be slowing, with the title having lost its No. 1 ranking among top-grossing games on the App Store. It currently ranks as No. 7, putting it below even Clash of Clans and Candy Crush Sagaboth of which are now entering their fifth year.
The drop-off shouldnt be a complete surprise. Nintendo chose a business model for the game that generates most of the money up front. Gamers pay $10 one time for full access to Super Mario Run. The majority of top-grossing mobile games are free to play and only generate revenue through in-game transactions.
But Nintendo seems to have the same challenge as others in getting mobile players to pay up. Market research firm Newzoo estimates that Super Mario Run has generated more than $30 million in gross revenue, which suggests about 3 million players have bought the full game. That is a little over 3% of the estimated 90 million downloads of the game. Paying customers represented about 2% of King Digitals monthly unique users before the Candy Crush maker was acquired by Activision last year, and mobile-game maker Zynga showed a similar representation in its most recent quarterly results.
http://www.wsj.com/articles/why-super-marios-run-was-short-1483386448