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Mario Kart Tour - out now for mobile, if you really must


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53 minutes ago, alex3d said:

 

 

 

It’s pretty shitty victim blaming. Oh the poor multi billion dollar corporation had no choice but to join in with manipulating addiction psychology and gambling tricks along with all the other shady corporations trying to fleece money from people by whatever unethical means they can think of.

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It's just business. They tried two different directions - one with Mario, the other with Fire Emblem - guess which one made them the most money? It would be nuts, and bad business, of them to ignore that.

 

It's not good for us, and they'll never get money from me doing it this way, but it's ridiculous beyond the extreme to expect them to swim against the overwhelming tide on this.

 

Consumers need to make a stand on it, it's the only way it's going to change.

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59 minutes ago, Rayn said:

That was until she got to a level she couldn't beat. After a mere 3-4 tries, she asked where the "skip level" button was and how much it cost to skip a level. She had a hard time trying to grasp the concept of being stuck at that particular level until she actually beat it. 

 

In principle I see your point but haven't we on Rllmuk being saying for a while that there should be more options for the casual/time limited gamer.  If I paid £40 for a game, what is the rationale for not letting me play the final level first if I want to?  If I buy a film I can skip to the third act, why do games insist on penalising a person without the skills to proceed.

 

And before everyone says that it is part of the game completing the levels in order and helps contribute to a skill curve for the gamer, this sometimes might be true by anyone who purchased Driver never to progress past the bloody garage tutorial can attest that sometimes developers do not set the difficult level at the right setting to allow feasibly allow progression for a lot of people. 

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On 01/02/2018 at 08:56, Nequests said:

If they try and make it a proper racing game it'll probably be rubbish. I want something like this, but Mario Kart style:

 

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Oh goodness yes please. 

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8 minutes ago, TehStu said:

They never do.

 

Yeah, which is why things aren't going to change - I just hope it stays primarily on mobile for now where I can pretty much ignore it. Fortnite is not helping though :(

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I think I'll just ride out the full price, traditional game into oblivion, if that's what all consoles fully embrace. 

 

Anyway, while I was signed up for the beta, that's yet another Nintendo mobile game I'll be avoiding. And I paid for Mario Run to encourage them to avoid this nonsense. 

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7 hours ago, moosegrinder said:

 

lol I'm so out of the loop, i can't even follow videogame language anymore. (... :() What does 'rare drivers' mean? And while I'm here, what is 'multi-level gacha'? And i don't understand what 'stamina system limits races available on an hourly basis' 

 

Is it all pay more, get more? 

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The term gacha comes from gachapon, which is the Japanese word for capsule machines like you saw in Shenmue. In essence it means games where a significant factor is pulling for stuff (characters, weapons...etc) from what's basically a fruit machine, usually for some form of premium currency. Very similar to loot boxes.

 

In this case multi-level means that you have to get multiple things via this system, so it's not just carts, it's drivers as well as accessories like glider. There'll be different levels of all these items, so for instance a gold rarity cart will be better than silver, which is better than bronze...etc. The percentage change of getting the best items in these types of games is unusually ridiculously low (-1%).

 

Stamina is just a fancy system to limit how much you can play before shelling out more. So usually you'll have a Street Fighter style energy bar that has, say, 100hp and a race costs 25hp. So you can only have four races before it runs out and you have to wait or it to refill (usually at a ridiculously slow rate) or pay money so you can keep playing.

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I said that about the Forza mobile game, but that was absolutely a freemium experience, too. Lookup the thread, it's almost a blueprint for micro transaction mechanics.

 

I don't really blame them, I guess this is what mobile users have generally decided they want. I just don't want it to have a big effect on traditional gaming.

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Nintendo seem to have mostly kept micro-transactions out of their first party Switch games, at least as far as I can tell. They dabbled a bit with Pokémon Quest but they've been very quiet about that one since launch, so it's possible it didn't bring in the kind of money to make it worth pursuing. 

 

Hopefully they're sensible enough to leave that stuff to the mobile crowd.

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