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Article
92% of iOS Games Released Last Quarter Were Free, Up From 55% in 2012
The mobile gaming landscape has undergone a significant shift toward free-to-play monetization models, rendering traditional premium, paid-upfront games an increasing rarity on the iOS App Store.
- As of Q3 2016, 92% of all new iOS games are free-to-play, a significant shift from 2012 when free and paid games were nearly equal at 56% and 44% respectively.
- The volume of free iOS games released per quarter has surged from approximately 4,900 in Q1 2012 to roughly 63,000 in Q3 2016.
- The number of paid games released per quarter has remained stagnant, averaging approximately 5,400 throughout the 2012–2016 period.
Sensor TowerNov 2016
Article
Nintendo’s Mobile Mario Game: Three Questions
The announcement of Super Mario Run, a collaboration between Nintendo and DeNA, serves as a focal point for analyzing shifting strategies in mobile game distribution and monetization.
- Nintendo announced the upcoming mobile game Super Mario Run, developed in collaboration with DeNA, with an initial release scheduled for the iOS App Store in December 2016.
- Industry analyst Dr. Serkan Toto has estimated that Super Mario Run could reach 1.5 billion downloads.
- The game utilizes a 'free-to-download' model with a hard content gate, requiring users to pay to unlock the full game experience rather than using traditional free-to-play mechanics.
Mobile Dev MemoSep 2016
Article
How to Design Mario Levels That Don’t Suck
Effective level design in the 2D platformer genre relies on a deep understanding of the foundational principles established by the Super Mario series.
- The core principles of effective 2D platformer design are exemplified by the historical development choices found in the Super Mario series.
- Consistent level design patterns are a fundamental requirement for creating high-quality, playable 2D platformer stages.
- The release of Mario Maker democratized level design, allowing creators to apply established Nintendo design methodologies to their own custom stages.
How To Market A GameOct 2015