How Super Mario Run Onboards New Users
useronboard.comThis is hilarious, but the only thing I disagree with is taking a screen to introduce saving the princess. Yes the original Mario didn't need a narrative hook and this one doesn't either. But reinforcing the narrative of Mario adds value to their brand that has a long term payoff. Mario isn't just a video game anymore, in case you missed the closing of the Olympics. Yeah, saving the princess is a worn out narrative, but they get grandfathered in on being able to use it.
I wonder through how many hoops devs have to jump to ship a "simple" game for a big company.
The numerous steps until the game starts makes me think there are more managers than actual [gaming] experts chipping in on the concept. The game is more fun if those who are making it have fun too!
Super Mario Run was a smash hit in terms of downloads -- over 50 million in its first couple weeks -- but was a disappointment in terms of revenue: not quite so many of those trial players turned into paying ones as anticipated.
What part did player onboarding play in that surprise?
>What part did player onboarding play in that surprise?
Most important part of onboarding for Super Mario Run and the most important part in it's success* was the 31 year onboarding that a chubby red plumber jumping on pipes is actually fun.
* can't really call it success by Nintendo standards only current day App Store standards.
Of course they got a ton of downloads. Apple promoted it in the App Store before it was even launched and also sent out an email blast when it launched.
At least he didn't have to create a nintendo account. That was brutal, especially on an old phone, where the in-app browser kept crashing without error notification.
73 clicks to go through the slides just to reach a to be continued for the game portion.
The irony...