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Create free accounthello welcome to miss Daly I'm John Jordan so what we're talking about the day not so much news as a kind of trend also a for trend really that we've been discussing with our maintenance group so I mavens group um is going to greet the folks experienced people in the mobile games industry and every week we asked them a question it may be news question maybe he has an excessive trends question it's been pretty interesting the question we asked them this week was is the the 10 billion dollar mobile game franchise as it is only out because we can you imagine a game a mobile game will be that big if we can imagine a game would be that big what would it be very different from the games we have now and the business kind of came about is we've known you know we had prevent billion-dollar mobile franchises for a couple years now so pretty much roughly
at the same time we had candy crush saga more in the West I suppose in Japan there was a puzzle and dragons and they were the first to a billion-dollar franchise mobile games and then since it obviously you know yup grossing games as they put on for one two maybe three is now on them and they've been generating lifetime values off of getting all the billion dollars over be adult about lovely clash of clans is one that does that hey days probably getting on for as well both from super self boom beach was really Slater's over maybe a few a few hundreds of millions behind game of war fox another one that's probably probably well over a billion now in Japan there's mixes monster strike probably all this people saying that's over four million dollars the day now so again I've only released last year but it's got to be dodged yet we are never certainly the current directory will do so then we have these games are already doing maybe
12 billion dollars can we imagine a game that there's ten billion dollars in some ways that's going to become easier as markets the global market becomes kind of more open so previously till the couple years ago we had Japan very separate market and then North America Europe much more open and son culturally much more kind of similar and then in the mint in the middle that we've had done china now because this markets still japan is probably still a little bit local galapagos island it's only its own kind of like strange kind of strange but a strange to us I suppose kind of culture it's still very hard for games little bit outside of Japan to become top grossing games in the in Japan but we're kind of seeing the the loot feeling a bit easier that it wasn't certainly games from China gave to the west being big in China I mean not so much from mobile but when his half steps both hoff hoff a mobile game catch a
glance involves you could begin china development so kind of thing now with those thirsty markets they pretty much all these marks are now about 5 dal 5 billion dollars in terms of mobile market annual and you're gonna spend so pledge missing these markets grow they're going to continued crook growing but the growth is kind of leveling off a little bit but i think the big thing that people who are looking for these kind of there's obviously but very passionate and they think the 10 billion dollar game is just going to happen nothing's inevitable i think the size the markings brighter smile small through play mobile games mark game developers getting better i'm looking at how to monetize people so the big difference between the Japanese markets and the Western market is Japanese games no ties much much better so it's a very rough kind of them kind of idea but some Japanese games more monetize up kind of hundreds of dollars per paying user but like a one that scales well so say like a puzzle and Dragons if you take these kind of average for its pain The
Chronicle paying customers of Z if you could pay a lot a lot of people play not very much there's about thirty dollars that's kind of what people seem to suggest and the number is whereas photo seminar candy crush you can approach is a different type of game so it's not what couples to apples comparison but the average for a company like candy crush was about three dollars so you can kinda see how this kind of idea that there's a tenfold increase in terms of how Japanese games can monetize the Japanese users so if we can kind of take some of the mechanics and what very well in Japan and bring to the rest of the world you can see this kind of tenfold increase which is quite well where this 10 billion dollar kind of our users come about of course there are people who could argue counter that and say well the Japanese Japanese markings make different things that weren't there I'm not going to work so well in the West the Japanese had much confirm their kind of mobile experiences arisen differently there they're much still much more open to having services through mobile even then perhaps we are in the West so this
is kind of this kind of a contrasting view and I guess the interesting contrastingly is not whether it happens or not I mean no one can really tell but whether anything has to change happen so there's one view waiter says to mock them just get bigger and we'll get kind of better doing this and the 10 billion dollar franchise will will arise Oh matically whereas it is probably so much small group of people it's much harder to predict this way going to look and see how would we how would we change our games that we're making it love to actually make them come more either monetize better the Pooh players they have or have a really big kind of scale game at the moment the other big changes is something like puzzle dragons has less than 50 million people have downloaded ok but obviously some of the candy crush was hundreds of millions people playing that game I came as the play on facebook as well as members well but most of the money came from mobile so you can have seen these two kind of contrasting kind of a philosophy suppose of how mobile games will develop obviously for most game developers ability a ten-million-dollar game is not within their reach that's probably fought their kings and Vicky ea's and
maybe some of the super cells and those going to big companies but it's only what was even any game that can do that is the main focus will be this kind of games as a service kind of kind of focus which we talked about a lot enough games the service o games or not I think you play once in a weekend and then you finished it games now things that people play you look for four days for weeks for months and now we're seeing the beers and it's very difficult to kind of keep them on playing a game for you who comes in with TV he's got easier it's like soap operas people in all the years decades studying the UK we have some very love running soap operas people can watch them and not quite all their lives but something been going getting on for like kind of 30 40 years of this kind of half someone's life and I guess the interesting trick for mobile games will be can we learn how we can keep these kind of services going and then that is then becomes lot too much about the game so the gameplay so in the West we've been very focused on the gameplay what you do in the game what your fingers do
what you're controlling which were casually games our service is much more about what's the what's happening in the game what's when it's Christmas what happens when it's almost birthday what happens when your friends are in the game particularly optics it King he's very good on social interactions so we could I think what we're going to see if we obviously timberland our game who knows i don't know but we've definitely the focus is not going to be on hack we make gameplay more engaging it's be much more about how can we make the kind of the glue around game played whether that's social with us you never seen getting that celebrities now in the big way include mobile kim kardashian those kind of things dr. King confession but if they work really well with celebrities because they are living people who are doing things around the world and you can suddenly you can start drawing people back into the game and when stuff happens in the real world I guess that's the focus will see it's only interesting check out our mobile Maitland's article lots of very small people they're talking about their views come out tomorrow and see what the news is in we'll see you then
The mobile gaming industry is currently evaluating the feasibility of a $10 billion franchise, a milestone that would represent a significant escalation from the current billion-dollar benchmarks established by titles such as Candy Crush Saga, Puzzle & Dragons, Clash of Clans, and Monster Strike. While several games have already achieved lifetime revenues exceeding $1 billion, the industry is debating whether a tenfold increase is an inevitable outcome of global market expansion or if it requires a fundamental shift in development and monetization strategies.
A primary driver for this potential growth is the convergence of major regional markets, specifically North America, Europe, China, and Japan. Historically, these regions operated in relative isolation, but increasing cross-market penetration suggests a more unified global landscape. A key area of focus is the disparity in monetization efficiency; Japanese titles often generate significantly higher revenue per paying user—sometimes reaching hundreds of dollars—compared to Western counterparts, which frequently rely on broader, lower-spending user bases. Bridging this gap by adopting Japanese monetization mechanics could theoretically facilitate the path to a $10 billion valuation.
The evolution toward a games-as-a-service model is central to this trajectory. Rather than focusing solely on core gameplay mechanics, developers are increasingly prioritizing long-term engagement through social integration, live events, and real-world connectivity, similar to the longevity of long-running television soap operas. By leveraging social interactions and celebrity partnerships, developers aim to transform games into persistent services that retain players over months or years. Ultimately, the industry consensus suggests that reaching this financial threshold will depend less on gameplay innovation and more on the ability to cultivate deep, enduring social ecosystems that keep players consistently invested in the service.
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