Mobile Market Machinations: An eXposition

Every so often the pendulum of conversation in eXplorminate’s discussion group swings back towards the topic of mobile gaming. The prevailing attitude appears to be one of skepticism, particularly among those who haven’t really dug into the mobile marketspace directly. Many have the perception that most mobile games are casual, free-to-play (F2P), in-app purchase (IAP) fueled, derivative garbage. Certainly there is plenty of that to go around.

But there are also plenty of “premium” games on mobile platforms. Premium games are those where you pay an up-front price (historically in the $0.99 – $4.99 range, with a few dipping towards $9.99) in order to get access to all the content and features of that game. There are no timers, gems, in-game gold, or other F2P notions clogging up the gameplay. You pay the money, you get the game, full stop.


Despite the existence of premium games, card-carrying members of the PC Master Race (of whom there is likely no shortage within hardcore PC strategy game circles) are often quick to dismiss mobile gaming. Beyond the usual “mobile games are all casual F2P garbage,” there are deeper concerns and criticisms, such as:

  1. What possible appeal does playing a “serious game” on a mobile device have over playing it on your full-powered PC connected to your glorious three-monitor display? (vibrating rumble chair optional).
  2. “Serious games” must make too many sacrifices in gameplay and/or must be simplified in order to work on mobile (processing limits, GPU limits, screen space, etc.).
  3. Mobile trends and pricing spills over and affects the pricing and perception of PC games, often negatively, fueling the whole trend of dumbing down games.

Let’s tackle these one-by-one.

Is that Master of Orion 2 in your pocket, or are you just happy to see me? (Starbase Orion)

#1 – The allures of serious mobile gaming

The first criticism is, in some respects, one of disbelief. I’ve talked with PC game developers and gamers who indicated that they couldn’t fathom the appeal of playing a serious mobile game on the tiny screen of a smartphone or tablet and slaved to a touch interface. Fair enough.

In our interview with Rocco Bowling, developer of the iOS game Starbase Orion, I asked Rocco about this question in the context of his game. Why make a serious, hardcore strategy game for mobile?  His response was quite insightful:

“In my non-scientific, common-sense reckoning of things, as a person develops in their life, more and more things start to take priority. Gamers graduate school, gamers get jobs, gamers have kids. These things take up more and more of their time, leaving less and less time for dedicated gaming. Your 4 hours a night turns into 1 hour a night, which turns into gaming only on Tuesdays. What’s a core gamer like that supposed to do? Quit gaming? Succumb to the inane world that is “casual” mobile gaming? I believe these dedicated, but suddenly very busy, gamers would love to play a core game during the bits and pieces of time they have throughout their day.”


So the first allure is one of convenience (not surprising given we are talking about mobile platforms here). Mobile devices can go anywhere, and the accessibility they provide is unparalleled whether you are waiting in line for 30 minutes, on a 5 hour plane trip, trapped in a hotel on vacation, or hanging out in your living room. As our lives become increasingly busy – and sitting down for hours at a time to play a long game session is increasingly a fading dream – the accessibility of mobile games is appealing.

Furthermore, most mobile games can be opened and launched in a fraction of the time it takes to get a game launched on a PC, where you might have to close down other resource hogging applications, launch Steam, sign-in, etc. So the “barrier to entry” (i.e. booting up a given game) is much lower in mobile than PC, which supports the convenience factor.

King of Dragon Pass is best played while reclining next to the fire place.


Playing a mobile game is not sitting at your desk on your PC, something a lot of people spend their entire workday doing. I can pull out my iPad when sitting on my couch, or next to the fire, or up in bed before I pass out for the night, etc. I’m not beholden to where my computer is setup in order to enjoy a game. Heck, I can play reclining in my hammock in the backyard.

Touch Interface

I spend most of my day job with my hands on a keyboard and mouse. While I don’t begrudge having to do more of that when I’m gaming on a PC, there is still a certain ergonomic appeal to playing a game that uses a well designed touch-interface. Touchscreens have their own tactile charms.

When it comes to strategy games, especially turn-based ones, a good touch-interface can be even better than a mouse and keyboard. You don’t have the mouse cursor that needs to be moved around as a single point of interaction. Instead you have 10 fingers that literally press UI buttons and drag things around even more fluidly. I’m not intending to debate that one set of inputs is better than the other (they both have pros and cons), just that they are different and can be appealing to different people under different circumstances.

Should I build the cruise missile or the ICBM? Tough geopolitical choices abound in First Strike!

Multiplayer and Asynchronous Play

One big advantage of playing a game on your smartphone is that you are connected to the internet just about everywhere you go. This is a huge benefit for serious strategy games designed with asynchronous multiplayer gaming in mind (e.g. Starbase Orion). When you couple app notifications (“dude, wake up! It’s your turn!”) with the ability to quickly launch the game and connect to the multiplayer service from anywhere, the pace of play can be greatly accelerated. You don’t have to wait for player #7 to get home from work before they take their turn, they can take it during a lunch break. Given that turns in asynchronous multiplayer games only take a few minutes, such games are perfectly suited to the quick drop-in and drop-out convenience that mobile platforms offer.

Overall, if I have a choice between buying a strategy game (turn-based) for my PC or my iPad, I’ll usually drift towards the latter for all the reasons above. When you think about newer tablets with huge retina displays, holding it 8” in front of your face has about the same effect as being 18” or more away from a much larger monitor. And with a good pair of headphones, I don’t find the overall level of immersion to be any less. Your mileage may vary of course, but I’ll take the flexibility of playing anywhere over being a slave to my desk.

This is the Ascendancy you are looking for…

#2 – Serious mobile games don’t have to sacrifice deep gameplay

Consider this: Master of Orion II, released in 1996, ran on computers considerably less powerful than the tiny computer sitting in your pocket right now. Yes, smartphones are faster than full-size computers of older generations (no surprises there). So there is no reason why a smartphone can’t run a game as “complex” and “deep” as MoO2. If you need evidence, consider the full-featured ports of Ascendancy (sadly pulled from the app store), Imperium Galactica II, Haegemonia – Legions of Iron, and XCOM.

These are all complex PC games, which in terms of computing power run perfectly well on mobile devices. Are they as graphically amazing as what a cutting edge PC game can deliver?  No, not always – sometimes the graphical effects are turned down a notch. But for many serious strategy gamers, graphics aren’t the driving factor for why we enjoy a particular game. Rather it’s the design and gameplay itself that matters most. Furthermore, recent trends in visual aesthetics (pixel art and low poly or flat-shaded 3D graphics like Massive Chalice) have made the transition to mobile platforms more seamless with little sacrifice in visual fidelity.

The biggest limitation to complex games is likely to be the interface. Conventional PC interface design, especially as the complexity of the game ramps up, doesn’t translate all that well to mobile. The whole UI design needs to be carefully considered by the developers for mobile games, and even more so if the game is going to be cross-platform (more on that later). And there are some cases where the UI, and especially the controls, just don’t work as well on a touch-screen. RTS games and FPS games, where you need both high precision in your aim/focus as well as access to many buttons simultaneously is a challenge for mobile. I’ve tried number of FPS games on mobile and the experience is always greatly diminished.

Autumn Dynasty: Warlords – Full featured Total War style 4X for realz!

Yet for every failed attempt to translate a traditional RTS interface (for example) to mobile, there are cases where ingenious solutions have arisen and become a success. For example, the iOS RTS game Autumn Dynasty: Warlords has a beautiful system for drawing and gesturing movement orders to your units, with the units following the path you’ve traced. It’s actually a more organic system for assigning complex movement orders compared to a hard waypoint system that you usually see in PC games.

All that said, I do think there is a divide between strategy games seeking depth by way of complexity (and complicatedness) versus seeking depth by way of simple emergent systems.  Games in the former camp strive to provide detailed, high-complexity, simulation-based gameplay. Lots of variety, lots of numbers, lots of nuance and detail. This sort of game (Distant Worlds and Europa Universalis IV come to mind), usually have detailed layers of information and an intricate UI to go along with it. In the other camp are games that strive to keep the systems and complexity low, letting the strategic depth arise from interactions between these simple systems (consider the depth of Go compared to its simple mechanics). Mobile games will probably do better striving towards the latter type of game.


Alpha Centauri on my 1024×768 resolution iPad Mini is a match made in heaven.

And yet, I was recently playing Alpha Centauri (yes that one) on my iPad Mini. How you might ask? Well, I used a remote desktop application to connect to my PC via my tablet. After mucking about with resolution settings, I got Alpha Centauri working remotely. And you know what? It worked perfectly fine via the touch interface. A long-tap is the equivalent of a right-mouse click and dragging my finger even worked for issuing movement orders. I spent a number of nights lying in my bed playing Alpha Centauri. It was a glorious glimpse at what is possible (and a reminder of how awesome that game still is!)

#3 – Cross-platforming trends

Hopefully the prior two sections have outlined not only why people are interested in serious mobile strategy gaming, but that it is also possible to make deep and engaging mobile games that are on par with PC titles. The final criticism I want to address relates to how the mobile and PC gaming ecosystems are evolving and becoming increasingly entwined as cross-platform gaming takes off. Considering the implications of this in terms of pricing, expectations, level of quality, and development patterns is an important piece of the puzzle.

Perception Problems

Let’s begin with an issue that Touch Arcade has written several articles about in the past: expectations of cross-platform games. This is a tricky issue – so let us break it down.  

The gist is that PC gamers are quick to jump to the conclusion that in a cross-platform game (dual PC and mobile release) many concessions to gameplay surely must have been made for the game to work on a phone, and surely the game would be much better if it were released just on PC. This notion is, according to some developers, accounting for cross-platform games being judged in a different – often lesser – manner than their PC-only brethren, with the “mobile-ness” of the game being cause to dismiss the game.

Many developers are keenly aware of this issue it seems, which is why Touch Arcade has been following the story. Let’s look at a few case studies. The first one I was aware of concerned the game Race the Sun. This game was designed to be cross-platform all along, but in order to avoid the mobile stigma, they released the game on Steam and Playstation 3 & 4 two years before releasing it on mobile. As a “proper” PC game, the game received ample coverage from major PC game outlets, and favorable reviews from critics and gamers alike. When it jumped to mobile platforms, there was plenty of excitement for this full-featured PC game finally crossing the divide. It was a win-win for the developers.

Crashlanders: Does it look too much like a mobile game to really be a serious one?

In another case, consider the recent game Crashlanders. Unlike Race the Sun, Crashlanders was released cross-platform at the same time. As a consequence, much of the criticism from the PC gaming segment swirled around the notion that “yeah, but it’s just a mobile game.” The developers have remarked that next time around they will time their PC release well ahead of a mobile release to try and minimize the perception impact of “mobile games must be inferior.” Thanks PC Master Race.

To be fair, I can imagine that there are concessions to be made in making a game cross-platform. The UI issues I referenced above are one such instance. The problem, however, is that making concessions from one perspective doesn’t automatically mean making a worse game or even a shallower one. It might mean that designing and developing an equally deep game is harder, and perhaps that is why we see so few examples of successful cross-platform games. But they are out there.

Costing Conundrums

Troy’s eXposition on the price of games provides a compelling look at pricing segments for PC games. As I touched on earlier, the mobile environment has its own pricing levels.  Back in the early days, most mobile apps were one price: $0.99. Occasionally, a game was a few bucks more, but most were pretty cheap.

Gradually, there grew a divergence in the Force. The vast majority of mobile games went free-to-play (F2P or “freemium”) as developers and publishers realized the money to be made from tapping into the spending habits of “whales.” Whales are individuals who pour relatively vast sums of money into F2P games, indirectly supporting all the free players and netting more revenue overall. Other developers took a different approach and doubled-down on developing and releasing premium games. At this point, I feel like the typical price for a new premium mobile title hovers around four or five dollars, although an increasing number of games are crossing the $10 mark.

Now we have Master of Magic in your pocket! (Planar Conquest)

As the price of premium mobile games inches upwards, and the price of PC titles inches downwards (a consequence of frequent high discount sales), I feel like the marketplaces are heading towards a messy collision. The recent release of Planar Conquest is an interesting case in point.  On iOS the game sells for $12.99 with an additional $20 IAP to unlock all the content. That’s a $33 dollar game on iOS, and will presumably be priced similarly when it launches on Steam.

I can’t help but feel the perceptions of the respective groups are at odds with one another. Mobile gamers are generally very enthusiastic about Planar Conquest. They seem unphased by the steep price because finally there is a big robust 4X game on mobile. But already the PC gamers are grumbling quite vociferously about the pricing strategy for the PC game (should it follow the same approach) and having to pay so much for a game that is a re-issue of the soon-to-be “abandoned” Worlds of Magic. Wastelands Interactive has already signaled a change as a result of the pressure. Dangerous times indeed.

On a personal level, I find the pricing strategy used in Planar Conquest to be rather compelling in concept.  You can get a sampling of the a game for less than the full price, and if you like it, then decide whether to purchase the full package. PC gaming used to have this same thing a long time ago in galaxy far, far away: the demo. You used to actually be able to download (or get on CD) a demo version of a game to try before deciding to buy it. This was a great way to see whether the game would even run on your computer or whether you liked the game in the first place. The days of developers sticking their necks out there by risking a demo are (mostly) over.

How paradoxical is it that mobile games adopting a pricing model like Planar Conquest’s, which is closer to this old demo notion, are lambasted by the PC crowd? Yet this same PC crowd has become increasingly tolerant and supportive of DLC add-ons for games as a means to add content and support the life of a favorite game (which often looks similar to the IAP schemes used in mobile apps). I’m unsure what the outcome of all of this will be.

Super Tribes is freaking super. Like seriously superfragilistic!

Wrap-Up & Recommendations

Phew!  That was heavy.

For my part, I’ll continue to be interested in serious mobile strategy games, because I enjoy playing such games on my iPad. If given the choice between PC or iOS, my natural tendency is to always get it on iOS first – if it’s available.  I simply find it more enjoyable to sit back and interact with a great strategy game through the touch and mobile interface in the comfort of whatever chair or position strikes my fancy. Granted, not all games lend themselves to mobile platforms, and that’s perfectly fine.

I secretly hope that the collision of platforms doesn’t result in the dumbing down of games, but rather in making better games. Constraint drives innovation and all that. The challenge of course is that it is much harder (I imagine) to make a deep and engaging cross-platform strategy game than a dedicated PC game. And then you still have to contend with the mobile game stigma.

I want to end this article with a curated list of sorts. This list includes premium mobile titles in the strategy/tactical game realm that I think are worth looking at. If you are a serious PC gamer and haven’t really given a hard look at what serious mobile games are available, let this be a starting point. I’ve noted whether games are available on iOS or Android.

Some great (IMHO) mobile titles:

Starbase Orion ($7.99, no IAP, iOS) I’ll be writing an article about this game at some point.  This is a mobile version of MoO2 of sorts, with some amazing design innovations. As a MoO-like 4X game, it’s one of the best I’ve played on any platform.

Autumn Dynasty: Warlords ($6.99, no IAP, iOS) Practically a Total War style 4X game.  Build up an empire across provinces, conduct espionage and diplomacy missions, real-time tactical combat, progressive battle-invasion mechanics, provincial development, research, etc. Quite a robust game.

Super Tribes (Free, $3 IAP to unlock all extra factions, iOS) This is an amazing micro-4X game. Features all the usual trappings (exploration, city development, strategic combat like Civ V) but in a miniaturized form. Great level of polish.

First Strike ($3.99, no IAP iOS + Android) This is a pretty innovative RTS game about nuclear war. Great example of using touch controls and streamlined design to nonetheless create a deep and challenging game.  

Civilization Revolution for iPad ($6.99, iOS) This is pretty much a lite-version of a Playstation Civ game. Still has good-old unit stacking. It has about $15 bucks worth of IAP add-ons for extra content.  None of those are necessary unless you really like the game. Note: I don’t recommend Civilization Revolution “2” … It’s the same game but with worse (IMHO) 3D assets and some other poorly done stuff.  Stick with the original version.

Full-featured ports of PC games on iOS:

King of Dragon Pass ($9.99, no IAP, iOS + Android)
FTL ($9.99, no IAP, iOS)
This War of Mine ($14.99, no IAP, iOS + Android)
Banner Saga ($4.99, no IAP, iOS + Android)
Ultimate General: Gettysburg ($2.99, no IAP, iOS)
Frozen Synapse ($9.99, iOS)
XCOM: Enemy Within ($9.99, no IAP, iOS + Android)
Dungeon of the Endless ($1.99, no IAP, iOS)
Crowntakers ($1.99, one IAP add-on, iOS + Android Tablets)

Note: I’m not covering mobile adaptations of board games just yet.

10 thoughts on “Mobile Market Machinations: An eXposition

  1. The too much money too less time generation is booming. Stockholders of big gaming companies are aware of that and see they can make billions with mobile apps like Tank Wars and other Facebook games. They just have to advertise on prime time TV channels, hire a Hollywood actor to promote and millions of people pay for trash. Not because they love gaming but because they want to be good consumers.

    If there is something that change the PC market in a more negative way then console gaming (those always where kind of seperate audience) it is mobile gaming and apps.

    Biggest differences between PC gaming and mobile gaming are not mentioned and for one reason they only favors the companies and not the gamers.

    For example. Less content, less options, less gameplay, less high quality artwork, less voice overs, less stories, less ingame movies and less of everything else is less production costs and higher sales. The money is not went to innovative design but to advertisement for third party content, ingame purchases and selling private info of gamers to third party companies.

    Besides of that the amount of ingame hours of those games should be hold as low as possible. Thet achieve this by scripting games and giving players less freedom. Smaller maps in strategy games, no random options to reduce replay value, scripted puzzle like maps, no stories, less realms to choose from and games that you can finish in an hour so you can buy your next inapp purchase of mobile app.

    No mod options in those games, no replay value, no fanbase and short games and it’s sold to you buy saying that because you are a succesful person with a job and kids that it’s made for you. Yeah right!

    It’s a direction where consumers are made ready for subscription services and it’s difficult to sell subscription services for turn based games when turns take half a day. So yeah it’s better they dumbed it down to less then a 1980 Nintendo game for us so we can play at least four games within a subscription hour in the future.

    With all respect to the writer of the article (for one reason everything what is written on Explorminate have more weight for me then other gaming journalism sites) all games mentioned as examples of succesfull mobile apps looks like trash for me. I should not even install any of them on any device when I get them for free or even when I’m being paid to play them.

    The best game mentioned is a PC port btw (Alpha Centauri) and it runs perfectly fine on my gaming rig with Windows 10 so no reason to change to mobile for nostalgia reasons as well.

    The worst part of the story is that stockholders now wants games to be able to played on every platform/device available and that of course turns into downgrading games. A few month ago I was written a comment here that I should be not surprised that Civilization VI should turn into a casual tablet game and a few months later we se the results in some sneak peaks of the game. And again they sell it to you as you being a succesful person so you don’t have time to play long games. (If you are really succesful you are able to take a week off when you want to play your favorite games btw).

    Thank you for the article but I pass.


    1. I agree with you in that the primary trend in mobile game development is towards the F2P model you are speaking out against. And I agree that those market pressures might have negative ripple effects on the PC gaming segment.

      But the point of the article wasn’t to try and fight against that tide. Rather it was to say that the premium game model, and specifically mobile strategy games, exists (albiet a much smaller part of the market) and might of interest to PC gamers (like yourself) that dismiss mobile gaming entirely.

      Are mobile ports of PC games like This War of Mine, or Ascendancy, or King of Dragon Pass, or XCOM “trash”?


      1. No of course not. Those are all great games (Except Ascendancy I never heard of I have to check) but as you said those are ports from PC to mobile. I wish there was some innovation in mobile games from which PC users can profit but I don’t see that happen.

        Btw my “rage” post (sorry that happened to me when I see the word “mobile”) was not against you or Explorminate. I really appriciate you take time to see trends in this (for me undiscovered) market.

        But at the moment it just makes me angry. Angry because it’s a trend to see new releases of classic games made for mass market instead of serving long time fans who helped them to make their brands popular the last 25 years.

        Another thing is that for me gaming is really not a social thing and the first thing I do when I start a long gaming night is close my phone, my chat apps and so for me using a mobile for gaming is really the opposite of what I enjoy.


      2. This is entirely a matter of personal preference on my part, but for me I find that as the years go by I’m less interested in the mechanical complexity of strategy games, and more interested in finding games where the strategic depth comes out of relatively simple mechanics.

        Consider the ancient/classic board game “Go”. You can describe the rules in a few bullet points, yet the strategic depth is nearly unparalleled in the gaming world. I wish more strategy video games focused on creating depth through simplicity and interactive systems, rather than through layering on ever more detail and complexity (yielding games that are more like detailed simulations).

        I see more progress, from a game design standpoint, in the mobile arena in terms of this “less is more” notion. Part of that might be driven by best leveraging opportunities of the platform, but part is surely the audience.

        I play a lot of strategy boardgames, and I feel the design of boardgames is such that I’m making more interesting strategic/tactical decisions per hour than I do in a typical 4X videogame. Why is it? Because boardames, in the interest of being playable in a single session/evening (usually), abstract away a lot of things and focus the gameplay down around the decisions that ultimately matter to your success or failure. Mobile games, designed to play in a tighter time frame, get at this same sort of experience.

        Obviously that is all a matter of preference, and neither approach is inherently better or worse, they are just different.

        Liked by 2 people

  2. Thanks for this detailed article.
    I’ve only skimmed it so far, but it seems to me that you don’t consider
    Windows/OSX/Linux when talking about touchscreen gaming.
    Why not?
    It seems to me that the touchscreen interfaces define these kinds of games *even more* than the smaller screen space.
    (Also you can connect a mouse/keyboard to Android/iOS… (but probably still not Microsoft’s “Tile Phones”))

    Some links :

    Some Windows games that work well on touchscreens :
    Civ5 & BE
    Sword of the Stars : Ground Pounders

    Others don’t :
    Baldur’s Gate : Enhanced Edition (while it has an Android version!)
    Anomaly 2 (while it’s a game originally made for mobile!!)


    1. That’s an interesting option to consider.

      One of the pitfalls with it though, is that full blown PC games running on touch-screen enabled laptops/convertibles (e.g. Windows Surface) often don’t have the GPU power to run a full-bore PC game properly. By contrast, mobile games are designed specifically to run under more limited systems and are optimized around that.

      An interesting comparison would be to test the performance of XCOM for iOS on a newer ipad Air 2 (for example) and compare that performance to running the full PC version of XCOM on a Surface 2/3 Pro or whatever. I’d be really surprised if the experience was better/smoother on the Surface.

      Ideally, I’d love to see the horsepower of a bigger PC crammed down to a table/cross-over form factor.

      I recently bought a new gaming laptop, and I was genuinely waffling between going for something like a surface that was smaller, vs going full speed ahead and getting a bigger 17″ gaming laptop. I went with the later because the performance of the surface isn’t up to speed. Maybe in a few years it will be a different story.

      Liked by 1 person

      1. Then this is eXplorminate, so I assume the conversation is going to be mostly around 4X and strategy games in general. And most of these don’t require powerful graphic cards.
        They would rather tend to require powerful processors, but Intel blew everyone out of the water these last years with their powerful, yet not very power hungry i3/5/7 processors.
        (Of course even that was nothing compared to the very recent progress of ARM chips – though in their case it’s probably the graphics that have improved the most.)
        And at the same time, integrated graphic cards have gotten good enough that they can run many 3D games, even fairly recent ones.

        I was blown away when I saw how powerful the Surface Pro 3 was (especially when compared to the EeePCs of 5-10 years ago).

        You’ll never have the horsepower of a powerful PC in the tablet form (or even laptop form for a decent price) due to power dissipation (and the SP3 has some quirks with heat-related processor throttling), but you might not need to :
        I was able to run Civilization : Beyond Earth on my SP3 (i5/IntelHD4400), and without any slowdowns (at least in the early game).
        Granted, as tablets go, the SP3 is a bit on the expensive side, but Civ:BE should be along the top end of the scale for requirements too.
        (And I haven’t bought it with gaming in mind, but it’s very nice that it can do a lot of it too – the small screen is a bigger issue IMHO, I wouldn’t play too complex games on it.)


  3. Very nice piece of work. :)

    I don’t understand why people feel the need to make a binary choice about gaming platforms. I’m completely comfortable being a PC and mobile gamer. I’ll choose either platform depending on the game and my mood or situation. Sometimes getting back onto a PC after a 9 hour work day on a PC just isn’t appealing. Sitting on couch with my iPad play SuperTribes fits the bill though. Othertimes I may want to do a deep dive into the latest and greatest 4X game and my PC is the weapon of choice. Regarding PC gaming on touchscreens I was hoping that would develop however very few PC games are optimized for touchscreens. I owned a Surfuce Pro 3 and was disappointed by the game selection that ran on it (touch optimized or not).

    Liked by 1 person


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