The bottom line
Mobile games earn and retain best with season-based battle passes, deeper social mechanics like guilds and co-op, and rotating live events. These features work across genres, so studios can add them to nearly any game.
Key takeaways
- The battle pass is the biggest monetization trend because it fits any genre. 2:51
- It sits on the sidelines, so it doesn't upset normal gameplay. It spread from Fortnite to shooters, then to casual match 3 and slots games.
- Clash of Clans had one of its best revenue years in 2019, mainly thanks to its battle pass. In China, about one-third of the top 100 grossing games use one.
- Season tasks keep players playing and buying again. 6:36
- A free layer engages everyone, and a premium layer adds better rewards and exclusive skins.
- The pass is not an auto-renewing subscription. Players must rebuy it each season, and they usually do when the content is worth the money.
- Guild and clan mechanics are the base for other engagement features. 9:14
- With guilds in place, it is easier to add co-op modes and team competitions.
- In 2019 guild mechanics moved from strategy and RPG games into casual match 3, dice and board games. Almost all top match 3 games now have co-op events.
- Live events keep content fresh and let studios test new modes. 10:05
- A studio can launch a mode as an event first. If players engage and spend more, it can become a permanent part of the game.
- Which genres have the most room depends on the market. 11:32
- The US can sustain many titles in match 3, slots, turn-based RPGs and 4X strategy. China is led by action RPGs and MMORPGs, and Japan by turn-based RPGs.
- Action RPGs struggle in the West for now. Marvel Super War and League of Legends: Wild Rift could change that.
That's a feature that acts as a platform for other engagement features.
Joel Julkunen, GameRefinery
Chapter summaries
0:00 What GameRefinery tracks
GameRefinery supplies feature-level data on what works in mobile games.
- The data looks inside games, not just at charts. 1:07
- It follows which features, mechanics and genres are trending.
- It also tracks what the best players in each market do.
- The stated aim is to go under the hood of games and make the App Store more transparent.
- The questions in focus are which trends are hot, how games earn, and which features matter for a sustainable business.
1:33 How the battle pass works
A battle pass runs on short seasons of tasks and rewards, and the same mechanic now sells in very different games.
- Seasons are short, from two weeks to a month. 1:55
- Each new season brings tasks or thresholds, and players get rewards for reaching them.
- The premium tier goes by names like pass or ticket, depending on the game.
- Seasons are usually a month or five weeks long.
- Fortnite skins are the example of exclusive premium rewards.
- Puzzle and casino studios have copied it. 4:35
- Match 3 games like Gardenscapes and Fishdom have added it.
- Some slots games use the same mechanic.
- Joel's summary: it's coming hard.
- The mechanic also exists on other platforms, but mobile is now where it is one of the biggest things.
- A cheap premium pass works as a small jolt. 6:02
- One example is $3.99 for a season of 15 or 30 days.
- It gives faster crafting and spell times and better daily chest rewards.
- It nudges players into a smaller in-app purchase.
- Steve links this to monetizing impatience.
7:12 Features that matter in every genre
Which features work best depends on the genre, but deeper social mechanics and live events pay off everywhere.
- Feature importance changes by genre. 7:45
- Synchronous player versus player action matters far more in shooters than in casual games.
- Studios in the ideation phase get this question constantly, and the answer is never one list for all games.
- One group stands out across the whole market: guilds, alliances, clans and co-op play.
- Co-op events are now standard in match 3. 9:39
- Players team up with random players or guild members and compete against other teams.
- The core play stays the same, matching gems or candies, but it is done as a team.
- Guild systems make these modes easy to add without a rebuild.
- Live events keep growing in importance. 10:05
- A good live ops team rotates events so players always have something new to do.
- Social features and live events are the two things named as important in all mobile genres.
- Events work as a refresh for players who have seen the core content.
11:21 Where the room is
Any genre can succeed, but the numbers show more room in some genres than others, especially in the West.
- MOBAs, card battlers and action RPGs lag in the West. 12:35
- Several new releases could shift this, and Marvel Super War looks promising in GameRefinery's analysis.
- Legends of Runeterra, a card battler, was in closed beta at the time.
- Even weaker titles in the strong US genres can earn enough to support developers, though competition is fierce.
- Execution matters more than genre choice. 13:09
- Success needs strong features, well implemented, and good care of players.
- Even an endless runner can earn enough for its maker.
- Western markets split the biggest share across many genres, unlike China and Japan.
In the growth library
Joel Julkunen, Co-Founder and Head of Analytics, GameRefinery. Mobile game monetization trends from a game data provider: seasonal battle passes, social and co-op mechanics, and live events work across genres. It also covers which genres have room for new titles in the US, China and Japan.
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