The revenue of the head mobile game in 2023 is as follows: Honor of Kings 14$800 million. pubg mobile11.$400 million. Genshin Impact 9$4.4 billion. Candy Crush Saga 9$5.7 billion.
Steam's head game can't be said to be a bad game, but it's really inferior to the mobile game market in terms of data. The main reason is that the market positioning is different and the audience is different.
Steam games have their advantages and positioning: biased towards stand-alone games, some provide online, buyout system, and have a large number of foreign players.
Mobile games, formerly known as web games, have a business model that is biased towards online games, with an in-app purchase system, a large domestic player base, a platform effect, and easy to gather players.
Why is the revenue of Steam games not as good as that of mobile games, this question is like asking why "Romance of the Three Kingdoms" stands out in all the history** of the past and present?
Compared with the Romance of the Sui and Tang Dynasties, "Romance of the Three Kingdoms" does not exaggerate the abilities of some people, and everyone's strengths and weaknesses are within the range of normal people. It's like the quality of Steam's content, which is really penny-for-money, and doesn't treat players' money as a number.
The plot written by Luo Guanzhong was adapted without random editing, and the character creation was just right. It's like Steam's DLC and Workshop, allowing players to further experience the game on the basis of liking it, and the volume of the game obtained is not something that money can measure.
Now is the foundation period of Steam, domestic players can be exposed to low-intelligence mobile games at the age of 5, and may not have heard of Steam at the age of 18. There is still a long way to go before Steam games become more popular and all-age all-inclusive.
Pay attention to this number, a small problem of the Three Kingdoms every day, and reproduce the ancient observations and stories in the present era.