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Super mario run will need constant internet connection avoiding piracy

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Anonim

We can already test the Super Mario Run demo in the Apple Store around the world, and next Thursday December 15 it will be ready to download on iOS. Our screens are dreading the imminent bludgeoning, and we look forward to the hypothetical future launch on Android. Well, our data plan also trembles: Super Mario Run will require a constant internet connection to prevent piracy. Is that terrible news?

You may be interested in our analysis of the all-or-nothing play by Nintendo

How much data would Super Mario Run require?

It is difficult to pin down, but the figure may be rather small. For example, a regular use of Clash of Clans on the street does not normally reach 100MB at the end of the month. That is because the application is very well optimized and there is very little data that the server transfers with the client, our phone.

Most likely, Nintendo would only use the internet connection to periodically check if the game has been legally acquired and few other functions. We can also foresee that these additional online functions could be limited in the mobile network, leaving only the verification.

It can still be inconvenient

On the way to work and school many people use that dead time to make a quick and easy game. But you also use transportation like the subway and the train to get there, and it's normal to lose coverage from time to time. Depending on how this check is implemented, players may have problems enjoying Super Mario Run and even get stuck for the little time they want to spend. Part of the success of the application will be due to whether these problems appear or not.


Finally, it should be noted that it is legitimate for Nintendo and any developer to want to make sure that piracy does not affect their product. Do you think the measure will be effective?

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