Previous yearly reviews: 2023, 2022, 2021, 2020, 2019, 2018, 2017, 2015.
Industry stuff
Some shifts in mobile
I recently did some quick analyses using Sensor Tower data, and found a few surprising bits worth discussing here.
Some caveats to all statements in this section first, mostly noting the limitations of Sensor Tower:
- These are 3rd party estimates for App Store and Google Play, usual grains of salt apply
- No China Android or WeChat mini-games coverage, so the data heavily discounts games that primarily serve China
- Similarly, ad revenue, webstore revenue, and cross-platform revenue are not captured
What I did was mostly scrutinizing the top 100 games (ranked by combined revenue estimates across Apple and Google), and I ended up going back several years to see trends. Let’s first look at the top 10 for 2024 (I’m not showing the revenue numbers as I’m unsure of Sensor Tower’s confidentiality policy):
Rank | Game | Revenue Growth % |
---|---|---|
1 | MONOPOLY GO! | 93% |
2 | Honor of Kings | -9% |
3 | Royal Match | 48% |
4 | Roblox | 20% |
5 | Last War: Survival | 7535% |
6 | Candy Crush Saga | -7% |
7 | Whiteout Survival | 249% |
8 | Coin Master | -4% |
9 | Dungeon Fighter Mobile | 3191% |
10 | Peacekeeper Elite | -6% |
MONOPOLY GO!, Last War: Survival and Whiteout Survival were all globally released in 2023; Dungeon Fighter Mobileis also a “new” game, thanks to its massive China release this year. Their rankings prove there are some desirable volatility (and vibrancy?) at the very top of the mobile market, and the best-in-class games can still scale up tremendously in a matter of months.
2024 is also the first year where all of the top 10 games grossed over $1B1 across Apple and Google. Even in the peak pandemic year of 2021, the top 10 games didn’t achieve this. So the biggest games are getting even bigger, and pulling ahead of the market:
On the chart above, there’s a clear 2-part story: from 2014 to 2019, the total market grew much bigger every year, while the 10 biggest games quickly hit a mature scale and remained flat; and from 2020 to 2024, the market got a pandemic bump but has since stayed relatively flat, while the 10 biggest games have gotten bigger.
Another way to look at this story is from the market share (of spending) trends over the same period:
In terms of “consolidation” or concentration of wealth, the industry is actually still more equalitarian than the early years of 2014-16, but indeed, there’s been a gradual upwards tick in consolidation since 2020.
Back to 2024 – it’s also worth noting the growth of somewhat “old” games such as Royal Match, Brawl Stars (rank 11, revenue growth 483%), and Fight for the Golden Spatula (rank 20, revenue growth 46%). Scaling live-ops remains an arms race with never-ending mastery, it seems.
Scanning the rest of the rankings – and this was not an exhaustive exercise, so I certainly could have missed some games – I found the following “new” games (released in 2023 or 2024) that broke into the top 100 for the first time:
Rank | Game |
---|---|
25 | Legend of Mushroom |
32 | Love and Deepspace |
34 | Pokemon TCG Pocket |
58 | Match Factory! |
59 | Zenless Zone Zero |
71 | AFK Journey |
82 | BangBang Survivor |
90 | Wuthering Waves |
92 | 3 Kingdoms: MouDingTianXia |
99 | Solo Leveling: Arise |
With the exception of Match Factory!, all the other games above were by Chinese (7), Japanese (1) or Korean (1) developers. This reflects the asymmetrical realities of the ecosystem: China, Japan and Korea are 3 out of the top 4 biggest markets worldwide, and homegrown developers enjoy various natural and artificial barriers to entry. Meanwhile, Chinese developers have long established beachheads in various global markets (including the difficult Japanese and Korean markets). The combined effect is Chinese developers’ over-representation in the rankings.
I think it’s also not crazy to say Zenless Zone Zero and AFK Journey, while featuring excellent production quality, have probably not lived up to the developers’ expectations. Or at least, they are living in the shadows of their respective prior games:
I removed the revenue labels from the charts above – but the shapes and proportions still tell the a clear story. I think this is a soul-searching moment for Chinese developers – even the likes of miHoYo and Lilith. The post-Genshin era of production-quality “involution” (卷) has clearly hit the wall of diminishing returns.
I’ll end this bit with a quick summary of the “bar” in 2024:
- To be a top 10 mobile game globally, you need to be over $1B gross revenue/year (to be in consideration)
- Top 20: >$500M (ballpark)
- Top 50: >$250M (ballpark)
Chinese devs make further inroads on PC
Black Myth: Wukong is the obvious title behind the headline here, and I don’t have much to add to my original review. There’s some disappointing (if not surprising) brouhaha online over it not winning GOTY at The Game Awards, which I feel is a waste of time to get into.
We should also talk about Marvel Rivals and Delta Force:
I think both are doing reasonably well – but the head-to-head Steam comparison is a tad misleading, as there’s a significant difference in the two games’ China distribution strategy: Marvel Rivals pushes Chinese players also to Steam and Epic Game Store (same as global), while Delta Force actively pushes the Chinese playerbase to Tencent’s own platforms. As a result, Gamalytic estimates the Chinese player share of the two at ~45% and ~15% respectively. Take that out, and Marvel Rivals is still clearly the more popular game, but the gap narrows a lot.
In the final days of December, Netease also released in China to PC Where Winds Meet, its AAA wuxia open-world RPG. This was after a 6-month delay of a summer release date. It already has 3M downloads; the mobile versions are launching January 9th 2025. I guess I should play it soon…
Taking a step back – the bigger picture here is the “big devs” in China are fully committed to the “cross-platform” arms-race. This is motivated by the hunger for incremental growth and profit in a maturing sector. Having struck gold in mobile, these teams are now eyeing the other half of the global games business (PC+console). There are some rookie mistakes being made – that’s the price of admission. But let’s see where things are in 5 years.
Work stuff
2024 was a great year to work at Supercell. Brawl Stars was a rocket ship, and even though I had 0 contribution, it was still great to cheer them on. And it was reassuring to hear the team talk about the role of luck; otherwise I’d be worried about potentially learning the wrong lessons from success.
In Shanghai, Project R.I.S.E was announced and the team has already conducted a couple of low-key playtests. (The next test has also been just announced.) This is the team I work with the closest, and I’m happy to see how much the team has grown and evolved this year. Not without hiccups, and there always seem to be some fires to put out, but things feel they are headed in the right direction. I’m hopeful of some bigger milestones in 2025.
In the role I’ve had for the last 18 months or so, I no longer lead a game directly, so I’m definitely missing some of the thrills of “leading from the front”. But I get to have a lot more time to focus on coaching people and being a sounding board. I really enjoy it; and I daresay I’m not bad at it (thanks to decent perceptive skills and empathy). This would have been difficult to imagine for me 15 years ago – the introvert back then would much rather scrutinize data than talk to people.
Personal stuff
I invested a bit more into health in 2024, in a very low intensity way. I averaged 10.6k steps per day in 2024, a 14% increase over the 9.3k of 2023. Shanghai life is conducive to walking – getting off the subway 1 station in advance is an easy way to get an extra 1-2k steps. I also made some progress in my bouldering, though my son is advancing at a much higher rate.
“Consumption downgrade” has been a buzzword in China – people choosing cheaper alternatives, often driven by economic anxiety. I definitely experienced it in some small ways in 2024, even though financially I’ve been lucky to be quite steady. Instead of going to Starbucks (without even thinking about it), I go to Luckin and order the RMB9.9 weekly special discount. And once you accept 10-15 RMB as the “correct” price for coffee, it feels ridiculous to go to a Starbucks or Peet’s, unless you are specifically rewarding yourself (or it’s a business meeting).
Over the summer, the family did a 2-week roadtrip primarily across eastern Canada and a bit of Northeast US. Starting from Virginia, we went as far northeast as Quebec City, and had stops in Montreal, Thousand Lakes, Toronto and Niagara Falls. On the US side, we stopped by Ithaca, Skaneateles (a very nice, if very white, lake town), Lancaster county (Amish country) and finally Washington DC for a few days.
Media consumed
I’ve glad to report that I did finish The Republic for Which it Stands, which last year I said I was struggling with. Mid-year I read Project Hail Mary by Andy Weir, but I really didn’t like his prose (even though the plot and setting were imaginative). After a brief hiatus, I recently got back into my journey through US history, with Grand Expectations: The United States, 1945-1974. This book is written in a more digestible style.
Perhaps my only trip to the cinema in 2024 was for Alien: Romulus, which for some reason was spared any additional cuts by the Chinese censors. (And since China doesn’t have a ratings system, some comical events happened where ill-informed parents took their kids to this particular movie.) Anyhow, I enjoyed it (7/10), but I’m also a bit sad at the state of the franchise. Of the small number of films that I watched during the year, my favorite is The Fabelmans (2022). It’s a love letter to cinema, and nobody writes those better than Spielberg.
Helldivers 2 is probably my favorite new game of 2024 – its spiky game design oozes personality and the fantasies played out are just so different from what’s available elsewhere. It’s had a rocky year, after the launch glow faded and live-ops incidents soured the community. But it seems to have turned a corner at the end of the year. I’m rooting for them. I also continued to play many action roguelikes – for research! – and I found Hades II and Windblown both enjoyable (if quite early still). One mobile game that I’ve played a surprising amount of is Royal Kingdom – maybe I’m aging into the player segment? I’m currently at “end-game” and am always waiting for the devs to release new levels every 2 weeks.
Featured image by Pexels
- Sensor Tower estimates are net revenue (after platform fees) – I used a rule of thumb “divide by 70%” to get the gross. ↩