MischiefSC, on 21 September 2018 - 12:35 PM, said:
Here's the problem though -
The answer to what's really happening is 'sorta'.
Mobile loses a LOT of money both to platform and licenses. It's not just the 40% of all revenue you give to Apple/Google right off the top - it's that there's a crap ton of sub-licenses you need for handling in app purchases, proprietary netcode and a ton of other stuff that eats your margins up in a hurry.
For game developers the #1 most directly profitable platform is still PC - if you have the personnel to develop for it. Console is easier and the expectations for the end results complexity lower. Your total embedded costs in PC development is typically lower.
Sony, Microsoft, Google and Apple will sue the holy living **** out of you at the drop of a hat and have a ton of tools to use against you to get every single penny of money they can out of your game when you develop for mobile and console. As such console titles tend to be developed by interns and coders for mobile tend to make almost 30% less in the same position.
Mobile lets you design cheaper, pay less and demand just about whatever you want - Pay 2 Win is a thriving business model for mobile. You're plugged right into the market segment that wants to spend money to beat other players. However it's a self-cannibalizing market segment with the highest burnout of any customer base in gaming. Hence the pretty consistent churn of top 50 games on mobile with a tiny handful of exceptions.
For actually making money your best possible options are one of two things -
1. Engaging single player game with a DLC market place. As an example, the Sims is still one of the highest grossing game franchises of any sort in history, along with the Mario series and Pokemon. Call of Duty as well, ironically up until the last 2 installments about 70% of people who bought CoD never touched multiplayer. Crazy, right?
2. PvP multiplayer that hits the e-sports track. The advertising and franchise (essentially selling teams) revenue dwarfs actual game sales often by several orders of magnitude.
If your name isn't World of Warcraft then mixed PvP and coop in an MMO setting isn't long term profitable on the same scale. That's a whole discussion on its own, but yeah.
In terms of revenue for the game developer though both of those two criteria make money on a scale mobile gaming developers can't dream of. Sure, they make Apple, Google, Stripe et al a ton of money for almost no actual cost but the developer? Nope. PC gaming is still where the real money is.
If you can get the right people.
Apple and Google collects 30% revenue. There are no other "licenses" other than say, game engine license, like Unity or Unreal.
As for the churn in mobile apps, definitely not true. You still have the same apps --- Candy Crush, Pokemon Go, Clash of Clans, Clash Royale, Mobile Strike, Zynga's Poker game, Heartstone, and so on and on, including War Robots, Fire Emblem Heroes, Final Fantasy Exyvius, Fate Grand Order --- floating around the top 200. And then there are new ones that are fast rising, like Honkai Impact 3rd, Azur Lane, King's Raid, Darkness Rises, Mabinogi M, PUBG Mobile. This is so easy to check simply looking at the app rankings in your app store. Furthermore industry analytics are more comprehensive on mobile, which is why its so easy to check for their app revenue, downloads and installs.
Sue?
Google can't sue games that are not installed through the Google Play Store, such as what Epic did recently to Fortnite mobile. It can't sue Amazon either for having an Android with a separate ecosystem that also installs games. China has a non Google ecosystem on Android. Apple can't sue developers for publishing games on both Apple and Android platforms. If anything, mobile doesn't have the strictness and licenses required than console.
Mobile developers don't pay anything more for the development tools than non game application development is on mobile platforms.
Loses a lot of money? Mobile games are making money through the roof.
Pixonic's War Robots racks up $190 million in revenue. This is also cited by mail.ru during their quarterly report
https://www.pocketga...90m-in-revenue/
"[color=#333333]
War Robots was also singled out for praise in Mail.Ru's recent financial report for its online games arm, of which the game is included. The company saw revenues increase by 45 per cent year-on-year to [/color]
$89.6 million for the three months ending June 30th 2018."
Azur Lane racks up over $170 million in just over a year.
https://www.pocketga...70m-in-revenue/
Azur Lane has recently hit the US and is in the top 100 grossing of Google Play.
Fire Emblem Heroes racks up $400 million for Nintendo.
https://variety.com/...nue-1202892150/
Fate Grand Order racks up $2 billion worldwide for Aniplex and Sony. This game app grossed as much as Avenger's Infinity Wars.
https://www.pocketga...enue-worldwide/
Honor of Kings (Arena of Valor) racks up more than $3.5 billion for Tencent. Tencent also owns League of Legends.
https://www.pocketga...ion-in-revenue/
As for Pay2Win, that depends on what app you are playing. Even with Fate Grand Order, which CNN made a clip showing a Japanese guy that spent $75,000 on it, you can substitute grind and sweat for money, and still have a powerful top level deck without paying much. PC and console games nowadays are brim full of loot boxes nowadays, on top of asking you to pay for the game outright.