Part of that is because mobile gaming largely sucks, and Nintendo doesn't want to be associated with something that sucks. So their entry into mobile is much more cautious and calculated, intended to present the kind of experience Nintendo is known for rather than the usual sort of IAP money farm that is commonplace in mobile gaming.
The approach of Sega, Capcom, and Konami was to pivot from traditional games into money farms, and that sowed a lot of ill will among their fans.
Try playing Sonic Runners. It's sort of okay for a while, then it hits the wall of "spend money or be forever in grindy hell". It's like a stripper who's very friendly with you for 30 seconds, then starts asking for money to keep being friendly.
If Nintendo did that, it would take a power dump all over their brand. So they're playing it safe and taking a more measured approach to mobile.
Unless it comes with a Bluetooth controller and somehow works without appreciable input lag, no sale. A touchscreen alone is just not an adequate gaming input device for any but very simple games. That's why Nintendo still makes consoles.
The main problem with IAPs is when it becomes pay-to-win, whereas a free game with aesthetic IAPs is better appreciated. For example, DotA2 has worked for Valve (though it has an extremely toxic community and way too many scammers, but that seems easier to manage on mobile).
The approach of Sega, Capcom, and Konami was to pivot from traditional games into money farms, and that sowed a lot of ill will among their fans.
Try playing Sonic Runners. It's sort of okay for a while, then it hits the wall of "spend money or be forever in grindy hell". It's like a stripper who's very friendly with you for 30 seconds, then starts asking for money to keep being friendly.
If Nintendo did that, it would take a power dump all over their brand. So they're playing it safe and taking a more measured approach to mobile.