Introduction
Jon Jordan: Howdy, and welcome to the Cell Video games Playbook. Thanks for tuning in for an additional episode. It is a podcast all about what it takes to make a terrific cellular recreation, what’s and isn’t working for cellular recreation designers, and all the newest traits.
I’m Jon Jordan, and right this moment is certainly all concerning the newest traits. The top-of-year roundup podcast is at all times the host’s favourite one, and that’s what we’re doing right this moment. So we’re actually gonna delve throughout the previous 12 months with our two consultants; I’m glad to welcome them again. Acquainted faces to us, acquainted voices as properly. So now we have Erno Kiiski, Chief Sport Analyst at Liftoff. How’s it going, Erno?
Erno Kiiski: It’s going nice.
Jon Jordan: Yeah, good. And, Teemu Palomäki, Chief Sport Analyst at Liftoff. How’s it going, Teemu?
Teemu Palomäki: Going nice.
Jon Jordan: Good, good. So, you may have actually finished your homework right this moment, and you’ll actually take us by means of all of the motion that’s been taking place. You’re going to be speaking about some large releases, and you then’re going to be speaking a bit about some options as properly.
Large releases of the yr
Jon Jordan: So we’re going to kick off with the large releases of the yr, and inside that, you may have encapsulated a really cool development. So, Erno, you’re going to take us away.
Erno Kiiski: Yeah, certain. In fact, there are a variety of releases, , that we might spend hours and hours discussing right here, however we tried to slim it all the way down to extra specifics and extra of a normal concept of what makes these video games fascinating by way of the grand scheme of issues, what is going on available in the market.
I believe one, in all probability with probably the most releases and most motion taking place final yr, was the 4X style and the 4X technique style. That style has positively been evolving, however I believe this yr was the one after we noticed a surprisingly large quantity of video games scaling to the highest of that subgenre. And likewise, the fascinating notion right here is that just about all people who went and was capable of scale them used the identical form of ways. So what’s the tactic?
In fact, as we all know, the present market state of affairs and what it’s been for years and so forth, and the problem of scaling UA for the whales and discovering your whales to your 4X technique video games, which is, after all, a really totally different market.
So, the development is to make the 4X technique out of that area of interest, making an attempt to casualize it, looking for a wider viewers. This yr, we positively noticed a number of very profitable examples of that. And particularly when you go even deeper, like how these video games have been casualizing the expertise, it’s been by means of these mini-game layers; it’s not a brand new factor itself.
If we take into consideration the 4X technique and video games like Evony, which is like an age-old recreation, and so they did it already like years in the past, did the entire like pull the pin advertisements after which including it on to the first-time person expertise and the early participant funnel. However then it’s mainly forgotten about, however what’s new about this new era of those casualized 4X technique video games, it’s that truly, these informal hooks and the gameplay are rather more a part of the entire expertise, and it’s rather more intertwined into the entire expertise. In fact, the emphasis continues to be that, okay, , that’s what they push to, , with their UA, with their creatives. And positively it has a much bigger emphasis on the early participant expertise.
After which step by step, there are extra, form of deeper 4X mechanics and gameplay, however nonetheless, these will not be simply mini-games that you simply play individually after which form of neglect about, however they’re truly intertwined into the entire gameplay loop, and so they’re a part of the gameplay loop for an extended time frame than only the start.
So some video games to focus on from this yr, after all, like Whiteout Survival. That was the large recreation final yr. That recreation final yr scaled to the very prime and continues to be on the very prime. What they did, was, after all, that they had the survival component within the gameplay. This sort of like, you may have your base, and you could, , make it possible for individuals survive and all that stuff.
I’m certain many of those video games that got here this yr noticed the success of Whiteout Survival. And particularly by way of the names, as a result of, for instance, the 2 names that come to my thoughts, and if we have a look at the highest charts and with video games that scaled probably the most, initially, positively Final Conflict Survival, very related identify, survival within the identify.
However to be sincere, if we take into consideration the gameplay hook and the creatives, what they did, it was fairly a special angle than what Whiteout Survival did. So Final Conflict Survival makes use of this hyper-casual gate mini-game that now we have seen; anyone who has used any apps in all probability has seen these advertisements. So you may have these gates, after which there’s like multipliers, and you could transfer the character and go to the appropriate gate.
So hyper casuals have been utilizing it for an extended, lengthy time frame, however Final Conflict Survival, truly, sure, they’ve this very shallow minigame in there as properly, nevertheless it’s additionally a part of the sport as considered one of their key PvP modes and enviornment modes that truly you might be, , shifting the character, you may have this sort of like an analogous gate component into the gameplay. After which, , the additional you go into the sport, the extra 4X parts are launched. It has an informal, very informal theme, very cartoonish theme, and that recreation just about it launched proper initially of the yr; I believe it was like final days of December or one thing like that.
Proper on the finish of final yr, nevertheless it has been scaling just about all year long. And it’s now, particularly within the U.S., the highest 4X recreation on the market. It’s just like the top-grossing recreation, hovering round there in the entire market. So, insane scaling, an insane success story by way of this casualization of a 4X technique recreation.
And to proceed from there, there’s a recreation known as Darkish Conflict Survival, once more, a survival recreation. That is truly a recreation from the identical firm as Final Conflict [Survival]. And, this recreation simply launched in September, so it’s comparatively new. However it’s been scaling ever since. And once more, identical technique, identical recreation plan that, okay, now we have a 4X technique recreation.
Okay. How can we make it extra approachable? What sort of gameplay layer can we add to it? This time, it’s truly a lot nearer to what Whiteout Survival did again within the day, however now the setting is extra like a zombie apocalypse or the sort of apocalypse survival side. And that recreation, once more, has been scaling like loopy. In order that firm a minimum of have discovered immense success with this technique, after which the third one which I wish to spotlight on this identical technique sample; all of those are from Chinese language firms, however the third one is totally different from Final Conflict and Darkish Conflict, so it’s recreation known as Prime Heroes.
And to me, it’s probably the most fascinating and most differentiating from all of those, as a result of truly this recreation, what’s the informal layer on this recreation? It’s truly nearly like an idle arcade that you’ve got seen within the hybrid informal sort of video games the place you, , transfer characters.
It’s a really, very light-action RPG, a hybrid informal recreation like Dreamdale from Saygames. It’s a bit just like what Prime Heroes has. And that’s one of many core layers of the sport. It begins with that layer. Sure, 4X comes to begin within the play in a while, however then that gameplay hook and gameplay a part of the gameplay loop doesn’t go away at any level.
Sure, their emphasis adjustments. Perhaps 4X turns into a a lot greater a part of it in the direction of the top recreation. However it’s not anymore that, okay, we simply make a mini recreation, slap it on prime. After which, , you play 10 ranges, and you then neglect about it. And you then get caught with the precise 4X, after which individuals churn as a result of it’s not the sport that they thought, nevertheless it’s truly a way more refined strategy and rather more a part of the preliminary design course of.
This has been the best way that the 4X have discovered a completely new daybreak, so to talk, with many new video games scaling and discovering success with this sort of strategy.
Casualization in 4X video games
Jon Jordan: What you’re saying is smart: The 4X individuals are constructing their UA funnel from the advertisements into the sport, and that’s going kind of deeper into the sport. Clearly, in some unspecified time in the future, you could get these individuals to be within the 4X factor, which is the actually deep, monetized side of it.
Erno Kiiski: Positively. And precisely that, like these mini-games of this kind, now we have seen it in 4X for an extended time frame, however now the previous two years, it’s been rather more refined. And it is usually part of the retention and engagement for the video games as a result of I don’t see, like Evony again within the day, the pull-the-pin fashion; it’s not the one which retains build up retention in that recreation. It’s only a hook to get the participant in.
After which, when you’re fortunate, a few of them stick, after which, , the a lot decrease CPIs that they get from there, again within the day, it was sufficient to get like, the equation was constructive. However now, with this one, it’s a a lot greater a part of the sport, which is an fascinating shift that I additionally see in this sort of mini-game/informal gameplay layer that is a component on this style.
So, the development is to make the 4X technique out of that area of interest, making an attempt to casualize it, looking for a wider viewers. This yr, we positively noticed a number of very profitable examples of that. And particularly when you go even deeper, like how these video games have been casualizing the expertise, it’s been by means of these mini-game layers; it’s not a brand new factor itself.
If we take into consideration the 4X technique and video games like Evony, which is like an age-old recreation, and so they did it already like years in the past, did the entire like pull-the-pin advertisements after which added it on to the first-time person expertise and the early participant funnel. However then it was mainly forgotten about. However what’s new about this new era of those casualized 4X technique video games is that truly, these informal hooks and the gameplay are rather more a part of the entire expertise, and it’s rather more intertwined into the entire expertise.
In fact, the emphasis continues to be that, okay, , that’s what they push to, , with their UA, with their creatives. And positively it has a much bigger emphasis on the early participant expertise. After which step by step, there are extra, form of deeper 4X mechanics and gameplay, however nonetheless, these will not be simply mini-games that you simply play individually after which form of neglect about, however they’re truly intertwined into the entire gameplay loop, and so they’re a part of the gameplay loop for an extended time frame than only the start.
Jon Jordan: So it’s not nearly being a short lived characteristic however absolutely built-in into the sport’s lifecycle?
Erno Kiiski: Precisely. It’s about guaranteeing that the casualization attracts within the gamers early whereas nonetheless main them into the 4X mechanics over time. It creates a smoother transition and a greater retention movement.
Pokemon’s cellular success story
Jon Jordan: So let’s discuss one thing that’s been on everybody’s thoughts: Pokemon. It’s a model that continues to innovate, even after a long time. Teemu, what stood out to you about Pokemon’s cellular success this yr?
Teemu Palomäki: I’d say Pokemon is one which involves thoughts. I believe everybody has heard of Pokemon TCG Pocket proper now. It’s doing fairly properly. I look so much on the Japanese market, and it’s spectacular. It’s flat-lining that prime spot; final month, there have been solely like three dips to second place in both downloads or grossing.
So it’s actually dominating there. And it’s fascinating the way it’s a card battler, certain, however greater than that, it’s form of a card collector. Did you play a variety of Pokemon card video games with your mates while you have been youthful?
Erno Kiiski: No, to be sincere, that’s truly the factor that I really feel they cleverly faucet into. Again within the day, we collected the playing cards, however we by no means even performed with them. It was all concerning the assortment. So that they’re positively going for that angle, and so they’ve been very profitable, a minimum of within the first few months.
Teemu Palomäki: My youthful brother and I performed the playing cards, however for lots of people, it was nearly gathering. That’s what Pokemon TCG Pocket excels in. It takes the “gotta catch all of them” mantra and focuses on gathering slightly than battling. If you consider Pokemon Go, it’s all about gathering. Positive, there are battles, however they aren’t the first driver of engagement. The gathering is what you do more often than not.
Right here in Pokemon TCG Pocket, you’re opening the packs. You come every day to open the packs, and it feels actually good to gather the playing cards. That’s the place the emphasis is. Positive, you possibly can play with them in simplified matches—they’re casualized—however the focus is on gathering.
Erno Kiiski: And it’s fascinating that even in Japan, Pokemon Sleep is doing properly. There’s not a lot you do besides sleep, however you accumulate Pokemon within the course of. It’s very related in its enchantment.
Teemu Palomäki: Proper. If we take into consideration the battling Pokemon video games, there’s Pokemon Unite, Pokemon Masters X, and perhaps Pokemon Quest. And earlier, there was Pokemon TCG Dwell, which was extra centered on the battling side with customary 60-card decks. Evaluate that to Pokemon TCG Pocket, which has 20-card decks, making it rather more simplified and simpler to entry.
The battling titles haven’t been as profitable. I believe the give attention to gathering affords extra longevity. Gathering doesn’t actually get previous; it’d even grow to be extra partaking over time as you strategy completion. Then again, battling can grow to be repetitive or tedious because the problem will increase.
Jon Jordan: That’s a terrific level. And perhaps it additionally ties into the nostalgia issue. Individuals who grew up with Pokemon are actually older, busier, and don’t have the time or power for complicated battling video games. However gathering playing cards digitally looks like a enjoyable nod to childhood with out the heavy time dedication.
Erno Kiiski: Completely. There are additionally similarities with Marvel Snap in how they made card assortment and informal gameplay extra approachable. The most important query for Pokemon TCG Pocket is long-term sustainability. They’ll want new content material to maintain gamers engaged. The launch is robust, however how they preserve momentum continues to be an open query.
Jon Jordan: That’s a good concern. However up to now, it seems like they’ve nailed the preliminary enchantment. Let’s see the way it evolves.
Tendencies in hybrid informal video games
Jon Jordan: Hybrid informal video games have been a buzzword this yr. Erno, what are we seeing on this area?
Erno Kiiski: Hybrid informal—it’s a time period that’s been talked about a lot within the business these days. It’s an interesting evolution. We’re basically seeing a shift from hyper-casual video games, that are primarily ad-monetized, to video games with a bit extra depth, long-term engagement, and in-app buy (IAP) monetization.
Historically, these hybrid informal video games have been constructed on genres that would combine energy development mechanics. Take Archero, for instance—one of many unique hybrid informal successes. It used easy mechanics layered with development methods to increase engagement and introduce monetization alternatives.
This yr, nonetheless, we’ve seen a transfer into extra surprising areas, significantly hybrid informal puzzle video games. Three video games, particularly, stand out: Hexa Kind, Screw Jam, and Twisted Tangle. These titles have been scaling considerably within the Western markets, discovering their means into the highest 100 grossing apps.
Jon Jordan: What units these video games aside from conventional puzzle video games?
Erno Kiiski: The important thing distinction lies of their core gameplay and monetization methods. These video games borrow finest practices from top-performing match-three titles, integrating stay occasions, IAP methods, and development loops. However they don’t cease there—they innovate within the core gameplay itself.
For instance, Hexa Kind introduces a novel mechanic the place gamers manage and kind piles, creating a definite puzzle expertise. Screw Jam includes eradicating screws in a strategic order, whereas Twisted Tangle is all about untangling ropes. These mechanics are recent, however they’re underpinned by confirmed monetization strategies like additional strikes, boosters, and stay occasions.
Jon Jordan: So that they’re basically mixing the previous with the brand new?
Erno Kiiski: Precisely. Corporations like Rollic Video games, which is a part of Zynga and Take-Two, have been main this cost. They’ve scaled a number of hybrid informal puzzle video games this yr. What’s fascinating is that they appear to make use of a template for manufacturing—testing new core gameplay concepts, discovering what works by way of advertising and engagement, after which scaling these video games with a constant stay occasion and monetization framework.
Jon Jordan: It seems like a well-oiled machine. Do you see this development persevering with?
Erno Kiiski: Completely. The hybrid informal puzzle area is simply getting began. The mix of distinctive gameplay with well-established monetization practices is proving to be a successful formulation. It’s a wise solution to breathe new life into the informal video games market whereas extending participant engagement and income alternatives.
Jon Jordan: Thanks, Erno. That’s a extremely fascinating tackle the place hybrid informal is heading. Let’s transfer on to a different development—increasing style demographics. Teemu, what’s taking place there?
Increasing style demographics
Jon Jordan: Increasing demographics is at all times a sizzling matter. Teemu, how are builders breaking conventional viewers boundaries?
Teemu Palomäki: This yr, we’ve seen a variety of motion towards concentrating on new demographics in genres that traditionally catered to particular audiences. Two standout examples are Love in Deepspace and Truck Star. These video games have been pushing the envelope by crossing conventional gender boundaries.
Love in Deepspace, for example, combines interactive storytelling—a style often aimed toward ladies—with RPG mechanics, that are sometimes related to male audiences. The result’s a recreation that appeals to each demographics. It’s doing exceptionally properly and has managed to draw a broader viewers than you’d anticipate for an interactive story.
Jon Jordan: That’s an fascinating mix. And what about Truck Star?
Teemu Palomäki: Truck Star is one other nice instance. It’s basically a match-three recreation however with a theme and mechanics that concentrate on male gamers. Traditionally, match-three video games have been extra standard with feminine audiences, however Truck Star is flipping that script. It’s been performing extremely properly this yr and exhibits that there’s a marketplace for match-three video games with a extra male-oriented design.
Erno Kiiski: And it’s not simply concerning the theme. Truck Star is from the identical firm that developed Whiteout Survival, so you possibly can see the extent of assets and stay ops experience they’ve utilized right here. In comparison with one thing like Chrome Valley Customs, which additionally targets males within the match-three area, Truck Star has a way more strong stay occasion framework. That’s been a key think about its success.
Teemu Palomäki: Precisely. The stay occasion capabilities of Truck Star actually stand out. In genres the place stay ops have gotten the norm, having a stable framework could make or break a recreation.
Jon Jordan: So it’s about each broadening the enchantment and strengthening the expertise?
Teemu Palomäki: Proper. It’s not nearly reaching a brand new viewers but additionally delivering the depth and engagement they anticipate. It’s thrilling to see how builders are utilizing these methods to broaden style boundaries.
Jon Jordan: That is fascinating. It looks like extra video games are prepared to take dangers to enchantment to new audiences. Let’s transfer on to our subsequent matter—reviving older video games. Erno, over to you.
Reviving older video games
Jon Jordan: Let’s discuss reviving older video games. Erno, what’s been taking place on this space?
Erno Kiiski: One of the vital spectacular tales this yr has been Brawl Stars. It’s a terrific instance of how a recreation that’s been round for some time can reinvent itself and climb again to the highest. At first of the yr, it was already gaining momentum because of the return of random parts in star drops and the introduction of hypercharge mechanics—mainly endgame abilities for characters. Additionally they reworked their Battle Cross system, which set the stage for a powerful yr.
Jon Jordan: And the way did they hold that momentum going?
Erno Kiiski: They embraced collaboration occasions in a giant means. A few of the standout occasions this yr included SpongeBob and Godzilla. These collaborations introduced recent, themed content material to the sport, and gamers responded very positively. Additionally they added event-only boosts and abilities for characters, which gave gamers much more causes to have interaction with the occasions.
One in every of their most up-to-date occasions, the Angels and Demons occasion, launched limited-time boosts that added a layer of development through the occasion. That is a part of a broader development we’re seeing the place video games use overarching occasion methods to drive engagement and retention.
Jon Jordan: So these occasions have had a big effect on the sport’s efficiency?
Erno Kiiski: Completely. The Angels and Demons occasion truly drove Brawl Stars to its all-time excessive for single-day income, which is exceptional for a recreation of its age. It’s uncommon to see such a major turnaround in a recreation that’s been on a decline, however Brawl Stars has managed to do it.
Jon Jordan: That’s unimaginable. What do you assume makes this sort of turnaround attainable?
Erno Kiiski: It’s all about understanding your participant base and innovating in ways in which align with their pursuits. Brawl Stars didn’t simply depend on nostalgia or minor updates; they launched significant new content material and mechanics that stored the sport recent. The mix of good stay ops, thrilling collaborations, and well-designed occasions has been key.
Jon Jordan: That’s a terrific instance of how older video games can keep related. Thanks, Erno. Now, let’s dive into a number of the greater characteristic traits we’ve seen this yr.
Characteristic traits in 2024
Jon Jordan: Erno, you’ve talked about characteristic traits a few instances. Let’s discuss what’s actually stood out in 2024.
Erno Kiiski: Completely. One of many clearest traits we’ve noticed this yr is the evolution of occasion frameworks, significantly the idea of overarching development methods. It’s a shift we’ve seen in each informal and mid-core video games, and it’s essentially altering how occasions are structured and the way gamers interact with them.
Jon Jordan: Are you able to clarify what you imply by overarching development methods?
Erno Kiiski: Positive. Traditionally, most cellular video games had standalone occasions. You’d full a three-day or week-long occasion, earn some rewards, and transfer on to the following one. There wasn’t a lot connection between occasions or a bigger narrative tying them collectively. What’s taking place now could be that video games are introducing occasion methods the place a number of smaller occasions feed into a bigger, overarching development system.
For instance, informal video games like Monopoly Go have made this idea actually standard. They use collectible albums, the place gamers earn stickers or playing cards by taking part in varied occasions. Finishing the album provides gamers further rewards, and the albums reset each season. It’s a easy however efficient solution to create continuity and provides gamers extra incentive to take part in all of the occasions.
Jon Jordan: That’s a terrific instance. How has this development advanced in mid-core video games?
Erno Kiiski: Mid-core video games are taking a barely totally different strategy. As an alternative of collectible albums, they typically use overarching occasion currencies or seasonal retailers. For instance, Conflict Royale revamped their occasion format to introduce a season-based development system. Gamers earn occasion forex by means of varied actions and may spend it in a seasonal store. This ties all of the occasions collectively and gives a transparent, unified development path.
One other nice instance is League of Legends: Wild Rift. That they had a large occasion tied to the Arcane collection, with a number of phases and actions. The whole occasion was linked by a single forex, which gamers might earn and use throughout all of the phases. It created a way of continuity and gave gamers extra causes to remain engaged over an extended interval.
Jon Jordan: Are there any particular video games within the informal area which have adopted this development?
Erno Kiiski: Positively. Royal Match is without doubt one of the leaders on this area. They used to have a everlasting development system for his or her collectible albums, however they switched to a seasonal mannequin. Now, gamers have a restricted time to finish every album, which creates a way of urgency and drives engagement.
One other fascinating instance is Gossip Harbor, a merge-two recreation that’s been scaling quickly. They’ve built-in collectible albums and social parts, like the flexibility to commerce playing cards with different gamers. It’s a wise solution to foster neighborhood engagement whereas driving participation in occasions.
Jon Jordan: This seems like a development that’s right here to remain.
Erno Kiiski: Completely. These overarching occasion methods not solely enhance engagement but additionally improve monetization. They provide gamers a number of layers of development and incentives to maintain coming again. It’s a win-win for builders and gamers.
Jon Jordan: Nice insights, Erno. Let’s transfer on to a different fascinating matter—loss aversion mechanics in puzzle video games.
Loss aversion mechanics in puzzle video games
Jon Jordan: Loss aversion is such a robust psychological precept. How have puzzle video games been utilizing it this yr?
Erno Kiiski: Loss aversion mechanics have exploded in puzzle video games this yr, and one standout characteristic driving this development is what we name the Tremendous Gentle Ball. It was first launched by Royal Match late final yr and has since been adopted by over 50% of the highest puzzle video games available in the market. That’s a large adoption charge for a single characteristic.
Jon Jordan: What precisely is the Tremendous Gentle Ball?
Erno Kiiski: The Tremendous Gentle Ball is actually a boosted model of the sunshine ball power-up, which destroys all items of a particular coloration on the board. To unlock the Tremendous Gentle Ball, gamers should full a streak of 10 ranges. In the event that they lose even one degree through the streak, they lose progress towards unlocking the Tremendous Gentle Ball and should begin over.
The important thing right here is the mixture of an extremely robust reward and the danger of dropping it. The enhance you get from the Tremendous Gentle Ball makes ranges considerably simpler, so gamers are extremely motivated to keep up their streak. However the concern of dropping progress creates a powerful psychological drive to maintain taking part in—and in some instances, to spend cash to keep away from failure.
Jon Jordan: That’s a intelligent use of loss aversion. Has this characteristic had a noticeable impression on monetization?
Erno Kiiski: Completely. The impression has been substantial. For instance, when Royal Match applied the Tremendous Gentle Ball, we noticed a transparent spike in each engagement and income. Gamers usually tend to spend on additional strikes or boosters to keep up their streaks and unlock the reward. Different video games like Toon Blast and Toy Blast shortly adopted the characteristic, and it’s been a game-changer for the whole puzzle style.
Jon Jordan: Have builders made any tweaks to this characteristic?
Erno Kiiski: Sure, there have been variations. For example, Toy Blast initially applied the Tremendous Gentle Ball in the identical means as Royal Match, however they later adjusted it to supply a special power-up, like a bomb. This was seemingly because of balancing points—they could have discovered the unique reward too highly effective for his or her participant base or recreation design.
Jon Jordan: Are there different examples of loss aversion mechanics gaining traction?
Erno Kiiski: One other nice instance is win-streak multipliers in aggressive occasions. These have been first launched by Toon Blast and have since been adopted by practically half of the highest puzzle video games. In these methods, gamers earn bonus factors for sustaining a win streak, which helps them climb leaderboards or earn occasion rewards sooner. In the event that they lose a degree, they lose their streak and the related bonuses.
This ties into loss aversion fantastically. Gamers wish to keep away from dropping their streaks, so that they’re extra prone to spend on boosters or additional strikes to make sure they hold successful.
Jon Jordan: It’s fascinating how such a easy precept can drive a lot engagement and income. Are there any dangers to implementing these mechanics?
Erno Kiiski: There’s positively a stability to strike. If the penalties for dropping are too harsh, it will probably result in frustration and churn, particularly amongst extra informal gamers. Builders must fastidiously calibrate the rewards and penalties to make sure they’re motivating gamers with out alienating them.
Jon Jordan: That’s a terrific level. It seems like loss aversion will proceed to be a key focus for puzzle video games. Thanks for breaking that down, Erno. Let’s transfer on to debate the broader sophistication of cellular video games.
The sophistication of cellular video games
Jon Jordan: Cell video games have come such a great distance by way of sophistication. Erno, are you able to elaborate on what’s driving this evolution?
Erno Kiiski: Completely. Cell video games right this moment are way more complicated than they have been even a couple of years in the past. The sophistication we’re seeing comes all the way down to a mix of developments in recreation design, advertising methods, and the flexibility to leverage participant knowledge in actual time.
Take one thing as seemingly easy as hyper-casual video games. On the floor, they appear fundamental, however behind the scenes, there’s an immense quantity of sophistication in how they’re developed and marketed. Each degree is meticulously examined for retention, and monetization is optimized by means of advert placement and IAP integration. Builders use data-driven approaches to fine-tune every little thing, from problem curves to inventive advert codecs.
Jon Jordan: So it’s not simply concerning the video games themselves however how they join with gamers?
Erno Kiiski: Precisely. A giant a part of this sophistication is the seamless integration of promoting and recreation design. Builders are actually creating video games the place the participant journey begins earlier than they even obtain the app. For instance, advert creatives typically mirror in-game mechanics, so gamers know precisely what to anticipate. This alignment not solely boosts installs but additionally reduces early churn.
Jon Jordan: And what about extra conventional genres? How are they evolving?
Erno Kiiski: In additional established genres like mid-core or RPGs, we’re seeing a shift towards hybridization and deeper monetization layers. Options like battle passes, overarching occasion methods, and loss aversion mechanics are all designed to maintain gamers engaged over the long run. On the identical time, these video games are experimenting with casualization to enchantment to broader audiences.
Even informal genres like match-three are incorporating parts like RPG development, stay ops, and social options. The road between genres is blurring, and builders are discovering inventive methods to cater to totally different participant motivations inside the identical recreation.
Jon Jordan: It seems like knowledge performs an enormous position on this sophistication. How are builders utilizing it?
Erno Kiiski: Information is the spine of contemporary cellular gaming. Builders analyze every little thing—participant retention, spending patterns, degree completion charges, you identify it. This knowledge permits them to make knowledgeable choices about recreation balancing, new characteristic rollouts, and even advertising campaigns.
For instance, if a sure degree has a excessive drop-off charge, builders can tweak it to make it extra partaking. If a brand new characteristic isn’t driving the anticipated income, they’ll pivot shortly. It’s a steady cycle of iteration and enchancment, all guided by participant conduct.
Jon Jordan: It’s spectacular how dynamic the business has grow to be. Any last ideas on this development?
Erno Kiiski: The sophistication of cellular video games isn’t nearly creating higher experiences—it’s about staying aggressive in a crowded market. Gamers anticipate high-quality content material and seamless engagement, and builders are rising to the problem. It’s an thrilling time for the business, and I believe we’ll proceed to see much more innovation within the years to return.
Jon Jordan: That’s a terrific be aware to finish on. Thanks, Erno, and thanks, Teemu, for sharing such beneficial insights. Let’s wrap issues up with some closing remarks.
Jon Jordan: That was a extremely sensible roundup of every little thing we’ve seen in 2024. Erno, Teemu, thanks each for sharing your insights. It’s clear that the cellular video games business is just not solely rising but additionally evolving in fascinating methods. From casualization and hybridization to overarching development methods and loss aversion mechanics, there’s a lot taking place proper now.
And, after all, for these listening, when you haven’t already, ensure to take a look at Love in Deepspace. That’s your homework for this episode. It’s a terrific instance of the traits we’ve been discussing and value exploring.
Earlier than we go, I simply wish to remind everybody to subscribe to the Cell Video games Playbook. We’ve bought extra nice episodes developing, and we’ll proceed to dive deep into how this business is altering. Thanks once more to Erno and Teemu, and thanks to everybody listening.
We’ll see you subsequent time—in 2025!