And they may have a point.īut even within the games industry, snobbishness about mobile seems outdated. The game’s lifetime earnings are estimated to be similar to those of the Star Trek or Superman franchises, but it possesses only a fraction of the cachet of those pop-culture stalwarts.Īttempts to cross over into other forms of entertainment have struggled: In 2017, US network CBS tried to turn Candy Crush into a TV game show, but it did not last longer than its first season.Ĭritics say this is because Candy Crush is a puzzle game, at best repetitive, at worst designed to addict, with casino-esque sound effects and dopamine-triggering rewards. It has had 3 billion downloads and it still attracts more than 200 million players a month.įinancial success has not, however, been matched by cultural impact. Turning games into “live services”, with a constant stream of new levels or limited-time events, can sustain a popular mobile game for just as long as a console title, if not longer.Ĭandy Crush Saga has been the most enduring global hit of that 2012 cohort. Today, mobile has gone from being a sideshow in the gaming market to its biggest source of revenue. Games makers were beginning to master the business model of free-to-play games that charge for extra lives, power-ups or personalised outfits. They came out when smartphone screen sizes were getting larger, giving developers more real estate to play with. Candy Crush Saga, Clash of Clans and Puzzle & Dragons have each generated billions of dollars in revenues, before counting spin-off titles or licensing deals. Three of the top 10 highest-grossing mobile games ever launched in 2012.
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