Episode 60: Mobile Gaming in 2024 – Exploring the Top Trends That Dominated the Year

This episode of the Mobile Games Playbook dives into the mobile landscape of 2024 with GameRefinery’s experts, Erno Kiiski, Chief Game Analyst, and Teemu Palomaki, Chief Game Analyst. They’ll explore the trends that have shaped 2024 in mobile games, analyzing how midcore genres like 4X and CCGs are adapting to wider audiences and the rise of hybrid casual games before delving into the growth of trending features, including live events, overarching currencies, and loss aversion mechanics.

Join us as we break down the biggest trends of the year in this essential guide to understanding 2024 in mobile games and a sneak peek at what the future may hold.

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Episode Transcript

Introduction

Jon Jordan: Hello, and welcome to the Mobile Games Playbook. Thanks for tuning in for another episode. This is a podcast all about what it takes to make a great mobile game, what is and isn’t working for mobile game designers, and all of the latest trends.

I’m Jon Jordan, and today is definitely all about the latest trends. The end-of-year roundup podcast is always the host’s favorite one, and that’s what we’re doing today. So we’re really gonna delve across the past 12 months with our two experts; I’m glad to welcome them back. Familiar faces to us, familiar voices as well. So we have Erno Kiiski, Chief Game Analyst at Liftoff. How’s it going, Erno?

Erno Kiiski: It’s going great.

Jon Jordan: Yeah, good. And, Teemu Palomäki, Chief Game Analyst at Liftoff. How’s it going, Teemu?

Teemu Palomäki: Going great.

Jon Jordan: Good, good. So, you have really done your homework today, and you are going to really take us through all the action that’s been happening. You’re going to be talking about some big releases, and then you’re going to be talking a bit about some features as well.

Big releases of the year

Jon Jordan: So we’re going to kick off with the big releases of the year, and within that, you have encapsulated a very cool trend. So, Erno, you’re going to take us away.

Erno Kiiski: Yeah, sure. Of course, there are a lot of releases, you know, that we could spend hours and hours discussing here, but we tried to narrow it down to more specifics and more of a general idea of what makes these games interesting in terms of the grand scheme of things, what is happening in the market.

I think one, probably with the most releases and most action happening last year, was the 4X genre and the 4X strategy genre. That genre has definitely been evolving, but I think this year was the one when we saw a surprisingly big amount of games scaling to the top of that subgenre. And also, the interesting notion here is that pretty much everybody who went and was able to scale them used the same kind of tactics. So what is the tactic?

Of course, as we know, the current market situation and what it’s been for years and so on, and the difficulty of scaling UA for the whales and finding your whales for your 4X strategy games, which is, of course, a very different market.

So, the trend is to make the 4X strategy out of that niche, trying to casualize it, trying to find a wider audience. This year, we definitely saw multiple very successful examples of that. And especially if you go even deeper, like how these games have been casualizing the experience, it’s been through these mini-game layers; it’s not a new thing itself.

If we think about the 4X strategy and games like Evony, which is like an age-old game, and they did it already like years ago, did the whole like pull the pin ads and then adding it on to the first-time user experience and the early player funnel. But then it’s basically forgotten about, but what is new about this new generation of these casualized 4X strategy games, it’s that actually, these casual hooks and the gameplay are much more part of the whole experience, and it’s much more intertwined into the whole experience. Of course, the emphasis is still that, okay, you know, that’s what they push to, you know, with their UA, with their creatives. And definitely it has a bigger emphasis on the early player experience.

And then gradually, there are more, kind of deeper 4X mechanics and gameplay, but still, those are not just mini-games that you play separately and then kind of forget about, but they are actually intertwined into the whole gameplay loop, and they’re part of the gameplay loop for a longer period of time than just the beginning.

So some games to highlight from this year, of course, like Whiteout Survival. That was the big game last year. That game last year scaled to the very top and is still at the very top. What they did, was, of course, they had the survival element in the gameplay. This kind of like, you have your base, and you need to, you know, make sure that people survive and all that stuff.

I’m sure many of these games that came this year saw the success of Whiteout Survival. And especially in terms of the names, because, for example, the two names that come to my mind, and if we look at the top charts and with games that scaled the most, first of all, definitely Last War Survival, very similar name, survival in the name.

But to be honest, if we think about the gameplay hook and the creatives, what they did, it was quite a different angle than what Whiteout Survival did. So Last War Survival uses this hyper-casual gate mini-game that we have seen; anybody who has used any apps probably has seen these ads. So you have these gates, and then there’s like multipliers, and you need to move the character and go to the right gate.

So hyper casuals have been using it for a long, long period of time, but Last War Survival, actually, yes, they have this very shallow minigame in there as well, but it’s also part of the game as one of their key PvP modes and arena modes that actually you are, you know, moving the character, you have this kind of like a similar gate element into the gameplay. And then, you know, the further you go into the game, the more 4X elements are introduced. It has a casual, very casual theme, very cartoonish theme, and that game pretty much it launched right at the start of the year; I think it was like last days of December or something like that.

Right at the end of last year, but it has been scaling pretty much throughout the year. And it’s now, especially in the U.S., the top 4X game out there. It’s like the top-grossing game, hovering around there in the whole market. So, insane scaling, an insane success story in terms of this casualization of a 4X strategy game.

And to continue from there, there’s a game called Dark War Survival, again, a survival game. This is actually a game from the same company as Last War [Survival]. And, this game just launched in September, so it’s relatively new. But it’s been scaling ever since. And again, same strategy, same game plan that, okay, we have a 4X strategy game.

Okay. How can we make it more approachable? What kind of gameplay layer can we add to it? This time, it’s actually much closer to what Whiteout Survival did back in the day, but now the setting is more like a zombie apocalypse or this type of apocalypse survival aspect. And that game, again, has been scaling like crazy. So that company at least have found immense success with this strategy, and then the third one that I want to highlight on this same strategy pattern; all of these are from Chinese companies, but the third one is different from Last War and Dark War, so it’s game called Top Heroes.

And to me, it’s the most interesting and most differentiating from all of these, because actually this game, what is the casual layer on this game? It’s actually almost like an idle arcade that you have seen in the hybrid casual type of games where you, you know, move characters.

It’s a very, very light-action RPG, a hybrid casual game like Dreamdale from Saygames. It’s a bit similar to what Top Heroes has. And that’s one of the core layers of the game. It starts with that layer. Yes, 4X comes to start in the play later on, but then that gameplay hook and gameplay part of the gameplay loop doesn’t go away at any point.

Yes, their emphasis changes. Maybe 4X becomes a much bigger part of it towards the end game. But it’s not anymore that, okay, we just make a mini game, slap it on top. And then, you know, you play 10 levels, and then you forget about it. And then you get stuck with the actual 4X, and then people churn because it’s not the game that they thought, but it’s actually a much more sophisticated approach and much more part of the initial design process.

This has been the way that the 4X have found a totally new dawn, so to speak, with many new games scaling and finding success with this kind of approach.

Casualization in 4X games

Jon Jordan: What you’re saying makes sense: The 4X people are building their UA funnel from the ads into the game, and that’s going sort of deeper into the game. Obviously, at some point, you need to get those people to be in the 4X thing, which is the really deep, monetized aspect of it.

Erno Kiiski: Definitely. And exactly that, like these mini-games of this type, we have seen it in 4X for a long period of time, but now the past two years, it’s been much more sophisticated. And it is also a part of the retention and engagement for the games because I don’t see, like Evony back in the day, the pull-the-pin style; it’s not the one that keeps building up retention in that game. It’s just a hook to get the player in.

And then, if you’re lucky, some of them stick, and then, you know, the much lower CPIs that they get from there, back in the day, it was enough to get like, the equation was positive. But now, with this one, it’s a much bigger part of the game, which is an interesting shift that I also see in this kind of mini-game/casual gameplay layer that is an element in this genre.

So, the trend is to make the 4X strategy out of that niche, trying to casualize it, trying to find a wider audience. This year, we definitely saw multiple very successful examples of that. And especially if you go even deeper, like how these games have been casualizing the experience, it’s been through these mini-game layers; it’s not a new thing itself.

If we think about the 4X strategy and games like Evony, which is like an age-old game, and they did it already like years ago, did the whole like pull-the-pin ads and then added it on to the first-time user experience and the early player funnel. But then it was basically forgotten about. But what is new about this new generation of these casualized 4X strategy games is that actually, these casual hooks and the gameplay are much more part of the whole experience, and it’s much more intertwined into the whole experience.

Of course, the emphasis is still that, okay, you know, that’s what they push to, you know, with their UA, with their creatives. And definitely it has a bigger emphasis on the early player experience. And then gradually, there are more, kind of deeper 4X mechanics and gameplay, but still, those are not just mini-games that you play separately and then kind of forget about, but they are actually intertwined into the whole gameplay loop, and they’re part of the gameplay loop for a longer period of time than just the beginning.

Jon Jordan: So it’s not just about being a temporary feature but fully integrated into the game’s lifecycle?

Erno Kiiski: Exactly. It’s about ensuring that the casualization draws in the players early while still leading them into the 4X mechanics over time. It creates a smoother transition and a better retention flow.

Pokemon’s mobile success story

Jon Jordan: So let’s talk about something that’s been on everyone’s mind: Pokemon. It’s a brand that continues to innovate, even after decades. Teemu, what stood out to you about Pokemon’s mobile success this year?

Teemu Palomäki: I’d say Pokemon is one that comes to mind. I think everyone has heard of Pokemon TCG Pocket right now. It’s doing quite well. I look a lot at the Japanese market, and it’s spectacular. It’s flat-lining that top spot; last month, there were only like three dips to second place in either downloads or grossing.

So it’s really dominating there. And it’s interesting how it’s a card battler, sure, but more than that, it’s kind of a card collector. Did you play a lot of Pokemon card games with your friends when you were younger?

Erno Kiiski: No, to be honest, that’s actually the thing that I feel they cleverly tap into. Back in the day, we collected the cards, but we never even played with them. It was all about the collection. So they’re definitely going for that angle, and they’ve been very successful, at least in the first few months.

Teemu Palomäki: My younger brother and I played the cards, but for a lot of people, it was just about collecting. That’s what Pokemon TCG Pocket excels in. It takes the “gotta catch them all” mantra and focuses on collecting rather than battling. If you think about Pokemon Go, it’s all about collecting. Sure, there are battles, but they aren’t the primary driver of engagement. The collecting is what you do most of the time.

Here in Pokemon TCG Pocket, you’re opening the packs. You come daily to open the packs, and it feels really good to collect the cards. That’s where the emphasis is. Sure, you can play with them in simplified matches—they’re casualized—but the focus is on collecting.

Erno Kiiski: And it’s interesting that even in Japan, Pokemon Sleep is doing well. There’s not much you do except sleep, but you collect Pokemon in the process. It’s very similar in its appeal.

Teemu Palomäki: Right. If we think about the battling Pokemon games, there’s Pokemon Unite, Pokemon Masters X, and maybe Pokemon Quest. And earlier, there was Pokemon TCG Live, which was more focused on the battling aspect with standard 60-card decks. Compare that to Pokemon TCG Pocket, which has 20-card decks, making it much more simplified and easier to access.

The battling titles haven’t been as successful. I think the focus on collecting offers more longevity. Collecting doesn’t really get old; it might even become more engaging over time as you approach completion. On the other hand, battling can become repetitive or tedious as the challenge increases.

Jon Jordan: That’s a great point. And maybe it also ties into the nostalgia factor. People who grew up with Pokemon are now older, busier, and don’t have the time or energy for complex battling games. But collecting cards digitally feels like a fun nod to childhood without the heavy time commitment.

Erno Kiiski: Absolutely. There are also similarities with Marvel Snap in how they made card collection and casual gameplay more approachable. The biggest question for Pokemon TCG Pocket is long-term sustainability. They’ll need new content to keep players engaged. The launch is strong, but how they maintain momentum is still an open question.

Jon Jordan: That’s a fair concern. But so far, it sounds like they’ve nailed the initial appeal. Let’s see how it evolves.

Trends in hybrid casual games

Jon Jordan: Hybrid casual games have been a buzzword this year. Erno, what are we seeing in this space?

Erno Kiiski: Hybrid casual—it’s a term that’s been talked about so much in the industry lately. It’s a fascinating evolution. We’re essentially seeing a shift from hyper-casual games, which are primarily ad-monetized, to games with a bit more depth, long-term engagement, and in-app purchase (IAP) monetization.

Traditionally, these hybrid casual games were built on genres that could integrate power progression mechanics. Take Archero, for example—one of the original hybrid casual successes. It used simple mechanics layered with progression systems to extend engagement and introduce monetization opportunities.

This year, however, we’ve seen a move into more unexpected spaces, particularly hybrid casual puzzle games. Three games, in particular, stand out: Hexa Sort, Screw Jam, and Twisted Tangle. These titles have been scaling significantly in the Western markets, finding their way into the top 100 grossing apps.

Jon Jordan: What sets these games apart from traditional puzzle games?

Erno Kiiski: The key difference lies in their core gameplay and monetization strategies. These games borrow best practices from top-performing match-three titles, integrating live events, IAP systems, and progression loops. But they don’t stop there—they innovate in the core gameplay itself.

For example, Hexa Sort introduces a unique mechanic where players organize and sort piles, creating a distinct puzzle experience. Screw Jam involves removing screws in a strategic order, while Twisted Tangle is all about untangling ropes. These mechanics are fresh, but they’re underpinned by proven monetization methods like extra moves, boosters, and live events.

Jon Jordan: So they’re essentially blending the old with the new?

Erno Kiiski: Exactly. Companies like Rollic Games, which is part of Zynga and Take-Two, have been leading this charge. They’ve scaled multiple hybrid casual puzzle games this year. What’s interesting is that they seem to use a template for production—testing new core gameplay ideas, finding what works in terms of marketing and engagement, and then scaling those games with a consistent live event and monetization framework.

Jon Jordan: It sounds like a well-oiled machine. Do you see this trend continuing?

Erno Kiiski: Absolutely. The hybrid casual puzzle space is just getting started. The combination of unique gameplay with well-established monetization practices is proving to be a winning formula. It’s a smart way to breathe new life into the casual games market while extending player engagement and revenue opportunities.

Jon Jordan: Thanks, Erno. That’s a really interesting take on where hybrid casual is heading. Let’s move on to another trend—expanding genre demographics. Teemu, what’s happening there?

Expanding genre demographics

Jon Jordan: Expanding demographics is always a hot topic. Teemu, how are developers breaking traditional audience boundaries?

Teemu Palomäki: This year, we’ve seen a lot of movement toward targeting new demographics in genres that historically catered to specific audiences. Two standout examples are Love in Deepspace and Truck Star. These games have been pushing the envelope by crossing traditional gender boundaries.

Love in Deepspace, for instance, combines interactive storytelling—a genre usually aimed at women—with RPG mechanics, which are typically associated with male audiences. The result is a game that appeals to both demographics. It’s doing exceptionally well and has managed to attract a broader audience than you’d expect for an interactive story.

Jon Jordan: That’s an interesting blend. And what about Truck Star?

Teemu Palomäki: Truck Star is another great example. It’s essentially a match-three game but with a theme and mechanics that target male players. Historically, match-three games have been more popular with female audiences, but Truck Star is flipping that script. It’s been performing incredibly well this year and shows that there’s a market for match-three games with a more male-oriented design.

Erno Kiiski: And it’s not just about the theme. Truck Star is from the same company that developed Whiteout Survival, so you can see the level of resources and live ops expertise they’ve applied here. Compared to something like Chrome Valley Customs, which also targets men in the match-three space, Truck Star has a much more robust live event framework. That’s been a key factor in its success.

Teemu Palomäki: Exactly. The live event capabilities of Truck Star really stand out. In genres where live ops are becoming the norm, having a solid framework can make or break a game.

Jon Jordan: So it’s about both broadening the appeal and strengthening the experience?

Teemu Palomäki: Right. It’s not just about reaching a new audience but also delivering the depth and engagement they expect. It’s exciting to see how developers are using these strategies to expand genre boundaries.

Jon Jordan: This is fascinating. It seems like more games are willing to take risks to appeal to new audiences. Let’s move on to our next topic—reviving older games. Erno, over to you.

Reviving older games

Jon Jordan: Let’s talk about reviving older games. Erno, what’s been happening in this area?

Erno Kiiski: One of the most impressive stories this year has been Brawl Stars. It’s a great example of how a game that’s been around for a while can reinvent itself and climb back to the top. At the start of the year, it was already gaining momentum thanks to the return of random elements in star drops and the introduction of hypercharge mechanics—basically endgame skills for characters. They also reworked their Battle Pass system, which set the stage for a strong year.

Jon Jordan: And how did they keep that momentum going?

Erno Kiiski: They embraced collaboration events in a big way. Some of the standout events this year included SpongeBob and Godzilla. These collaborations brought fresh, themed content to the game, and players responded very positively. They also added event-only boosts and skills for characters, which gave players even more reasons to engage with the events.

One of their most recent events, the Angels and Demons event, introduced limited-time boosts that added a layer of progression during the event. This is part of a broader trend we’re seeing where games use overarching event systems to drive engagement and retention.

Jon Jordan: So these events have had a big impact on the game’s performance?

Erno Kiiski: Absolutely. The Angels and Demons event actually drove Brawl Stars to its all-time high for single-day revenue, which is remarkable for a game of its age. It’s rare to see such a significant turnaround in a game that’s been on a decline, but Brawl Stars has managed to do it.

Jon Jordan: That’s incredible. What do you think makes this kind of turnaround possible?

Erno Kiiski: It’s all about understanding your player base and innovating in ways that align with their interests. Brawl Stars didn’t just rely on nostalgia or minor updates; they introduced meaningful new content and mechanics that kept the game fresh. The combination of smart live ops, exciting collaborations, and well-designed events has been key.

Jon Jordan: That’s a great example of how older games can stay relevant. Thanks, Erno. Now, let’s dive into some of the bigger feature trends we’ve seen this year.

Feature trends in 2024

Jon Jordan: Erno, you’ve mentioned feature trends a couple of times. Let’s talk about what’s really stood out in 2024.

Erno Kiiski: Absolutely. One of the clearest trends we’ve observed this year is the evolution of event frameworks, particularly the concept of overarching progression systems. It’s a shift we’ve seen in both casual and mid-core games, and it’s fundamentally changing how events are structured and how players engage with them.

Jon Jordan: Can you explain what you mean by overarching progression systems?

Erno Kiiski: Sure. Historically, most mobile games had standalone events. You’d complete a three-day or week-long event, earn some rewards, and move on to the next one. There wasn’t much connection between events or a larger narrative tying them together. What’s happening now is that games are introducing event systems where multiple smaller events feed into a larger, overarching progression system.

For example, casual games like Monopoly Go have made this concept really popular. They use collectible albums, where players earn stickers or cards by participating in various events. Completing the album gives players additional rewards, and the albums reset every season. It’s a simple but effective way to create continuity and give players more incentive to participate in all the events.

Jon Jordan: That’s a great example. How has this trend evolved in mid-core games?

Erno Kiiski: Mid-core games are taking a slightly different approach. Instead of collectible albums, they often use overarching event currencies or seasonal shops. For example, Clash Royale revamped their event format to introduce a season-based progression system. Players earn event currency through various activities and can spend it in a seasonal shop. This ties all the events together and provides a clear, unified progression path.

Another great example is League of Legends: Wild Rift. They had a massive event tied to the Arcane series, with multiple phases and activities. The entire event was connected by a single currency, which players could earn and use across all the phases. It created a sense of continuity and gave players more reasons to stay engaged over a longer period.

Jon Jordan: Are there any specific games in the casual space that have adopted this trend?

Erno Kiiski: Definitely. Royal Match is one of the leaders in this space. They used to have a permanent progression system for their collectible albums, but they switched to a seasonal model. Now, players have a limited time to complete each album, which creates a sense of urgency and drives engagement.

Another interesting example is Gossip Harbor, a merge-two game that’s been scaling rapidly. They’ve integrated collectible albums and social elements, like the ability to trade cards with other players. It’s a smart way to foster community engagement while driving participation in events.

Jon Jordan: This sounds like a trend that’s here to stay.

Erno Kiiski: Absolutely. These overarching event systems not only improve engagement but also enhance monetization. They give players multiple layers of progression and incentives to keep coming back. It’s a win-win for developers and players.

Jon Jordan: Great insights, Erno. Let’s move on to another fascinating topic—loss aversion mechanics in puzzle games.

Loss aversion mechanics in puzzle games

Jon Jordan: Loss aversion is such a powerful psychological principle. How have puzzle games been using it this year?

Erno Kiiski: Loss aversion mechanics have exploded in puzzle games this year, and one standout feature driving this trend is what we call the Super Light Ball. It was first introduced by Royal Match late last year and has since been adopted by over 50% of the top puzzle games in the market. That’s a massive adoption rate for a single feature.

Jon Jordan: What exactly is the Super Light Ball?

Erno Kiiski: The Super Light Ball is essentially a boosted version of the light ball power-up, which destroys all pieces of a specific color on the board. To unlock the Super Light Ball, players must complete a streak of 10 levels. If they lose even one level during the streak, they lose progress toward unlocking the Super Light Ball and must start over.

The key here is the combination of an incredibly strong reward and the risk of losing it. The boost you get from the Super Light Ball makes levels significantly easier, so players are highly motivated to maintain their streak. But the fear of losing progress creates a strong psychological drive to keep playing—and in some cases, to spend money to avoid failure.

Jon Jordan: That’s a clever use of loss aversion. Has this feature had a noticeable impact on monetization?

Erno Kiiski: Absolutely. The impact has been substantial. For example, when Royal Match implemented the Super Light Ball, we saw a clear spike in both engagement and revenue. Players are more likely to spend on extra moves or boosters to maintain their streaks and unlock the reward. Other games like Toon Blast and Toy Blast quickly adopted the feature, and it’s been a game-changer for the entire puzzle genre.

Jon Jordan: Have developers made any tweaks to this feature?

Erno Kiiski: Yes, there have been variations. For instance, Toy Blast initially implemented the Super Light Ball in the same way as Royal Match, but they later adjusted it to offer a different power-up, like a bomb. This was likely due to balancing issues—they might have found the original reward too powerful for their player base or game design.

Jon Jordan: Are there other examples of loss aversion mechanics gaining traction?

Erno Kiiski: Another great example is win-streak multipliers in competitive events. These were first introduced by Toon Blast and have since been adopted by nearly half of the top puzzle games. In these systems, players earn bonus points for maintaining a win streak, which helps them climb leaderboards or earn event rewards faster. If they lose a level, they lose their streak and the associated bonuses.

This ties into loss aversion beautifully. Players want to avoid losing their streaks, so they’re more likely to spend on boosters or extra moves to ensure they keep winning.

Jon Jordan: It’s fascinating how such a simple principle can drive so much engagement and revenue. Are there any risks to implementing these mechanics?

Erno Kiiski: There’s definitely a balance to strike. If the penalties for losing are too harsh, it can lead to frustration and churn, especially among more casual players. Developers need to carefully calibrate the rewards and penalties to ensure they’re motivating players without alienating them.

Jon Jordan: That’s a great point. It sounds like loss aversion will continue to be a key focus for puzzle games. Thanks for breaking that down, Erno. Let’s move on to discuss the broader sophistication of mobile games.

The sophistication of mobile games

Jon Jordan: Mobile games have come such a long way in terms of sophistication. Erno, can you elaborate on what’s driving this evolution?

Erno Kiiski: Absolutely. Mobile games today are far more complex than they were even a few years ago. The sophistication we’re seeing comes down to a combination of advancements in game design, marketing strategies, and the ability to leverage player data in real time.

Take something as seemingly simple as hyper-casual games. On the surface, they look basic, but behind the scenes, there’s an immense amount of sophistication in how they’re developed and marketed. Every level is meticulously tested for retention, and monetization is optimized through ad placement and IAP integration. Developers use data-driven approaches to fine-tune everything, from difficulty curves to creative ad formats.

Jon Jordan: So it’s not just about the games themselves but how they connect with players?

Erno Kiiski: Exactly. A big part of this sophistication is the seamless integration of marketing and game design. Developers are now creating games where the player journey starts before they even download the app. For example, ad creatives often mirror in-game mechanics, so players know exactly what to expect. This alignment not only boosts installs but also reduces early churn.

Jon Jordan: And what about more traditional genres? How are they evolving?

Erno Kiiski: In more established genres like mid-core or RPGs, we’re seeing a shift toward hybridization and deeper monetization layers. Features like battle passes, overarching event systems, and loss aversion mechanics are all designed to keep players engaged over the long term. At the same time, these games are experimenting with casualization to appeal to broader audiences.

Even casual genres like match-three are incorporating elements like RPG progression, live ops, and social features. The line between genres is blurring, and developers are finding creative ways to cater to different player motivations within the same game.

Jon Jordan: It sounds like data plays a huge role in this sophistication. How are developers using it?

Erno Kiiski: Data is the backbone of modern mobile gaming. Developers analyze everything—player retention, spending patterns, level completion rates, you name it. This data allows them to make informed decisions about game balancing, new feature rollouts, and even marketing campaigns.

For example, if a certain level has a high drop-off rate, developers can tweak it to make it more engaging. If a new feature isn’t driving the expected revenue, they can pivot quickly. It’s a continuous cycle of iteration and improvement, all guided by player behavior.

Jon Jordan: It’s impressive how dynamic the industry has become. Any final thoughts on this trend?

Erno Kiiski: The sophistication of mobile games isn’t just about creating better experiences—it’s about staying competitive in a crowded market. Players expect high-quality content and seamless engagement, and developers are rising to the challenge. It’s an exciting time for the industry, and I think we’ll continue to see even more innovation in the years to come.

Jon Jordan: That’s a great note to end on. Thank you, Erno, and thank you, Teemu, for sharing such valuable insights. Let’s wrap things up with some closing remarks.

Jon Jordan: That was a really brilliant roundup of everything we’ve seen in 2024. Erno, Teemu, thank you both for sharing your insights. It’s clear that the mobile games industry is not only growing but also evolving in fascinating ways. From casualization and hybridization to overarching progression systems and loss aversion mechanics, there’s so much happening right now.

And, of course, for those listening, if you haven’t already, make sure to check out Love in Deepspace. That’s your homework for this episode. It’s a great example of the trends we’ve been discussing and worth exploring.

Before we go, I just want to remind everyone to subscribe to the Mobile Games Playbook. We’ve got more great episodes coming up, and we’ll continue to dive deep into how this industry is changing. Thank you again to Erno and Teemu, and thank you to everyone listening.

We’ll see you next time—in 2025!