Fact: There is not a single paid game on top 100 grossing outside of initial launch weekends. Fact: The three games with ads on Superbowl paying millions of dollars were all freemium, mobile games. Fact: Tencent, China's #1 mobile game operator, has higher revenue from gaming than EA and Activision. Fact: The top rated Touch Arcade games generally have no chance on top grossing charts. 99 cents games and support them with endless contents is a great way to win a Touch Arcade game of the week award! It is also a sure fire way to fail your start-up and find a real job. And it is not because people who vote with their wallets are all idiots. It is because freemium games simply provide a much longer lasting, fulfilling, social experience. The emotional attachment a player has to say, his base in Clash of Clans is far far greater than any game they play for a week or two, beat and move on. The top freemium games also have far bigger budgets and production values, because of the capital they have to introduce new contents and keep things fresh. They are also designed for mobile devices, allows you to play in bite sized time segments, not ports of console games with virtual controls. You can log in for five minutes and collect resources, improve your base, add another level/gear to a character and feel you have accomplished something in a persistent world. You want instant gratification and that is what freemium mobile games do best, especially for people with more money than time. Top 3 Grossing Freemium Games: Clash of Clans - 1.8 billion dollars last year, on target for another billion dollar year will definitely make it the most profitable game ever. Yes, more than GTA V! Easy to get into, hard to master and incredibly addictive, the only top 10 grossing game in US, Europe, Japan, Korea, China, you name it. No modern game ever broke cultural barrier like COC did. For all the meters people on this forum hate, this is one of the most time consuming games out there when played competitively. Inspired countless copy cats and revolutionary for its time. One of the very first graphical, fully interactive base building/fighting mobile games. There are millions of posts discussing build layout, offense/defense set ups, and how to read the defense and get 3-stars. No, you can not blindly deploy your troops and hope for good results, the same troops played by a top player will get 3 stars, played by a mediocre player would get wiped out against the same base. Clan wars is played very seriously at higher rankings and some of the most memorable gaming experiences anywhere when you have a tied game going into the final minutes. It builds strong bonds between players and requires a ton of coordination as a team to win. THERE IS NOT A SINGLE PAID GAME ON APP STORE ANYWHERE NEAR AS COMPETITIVE AS COC AT ITS HIGHEST LEVEL. Puzzles and Dragons - Match 3 with card collection, a truly unique blend, revolutionary for its time. Requires a lot of skill to play in the end game, unlimited combination of team compositions. Truly satisfying to build up a box over time and conquer end game contents. The casino way of gambling for 5-star characters inspired countless copy cats. Two years and still insanely strong in Japan/Asia. Candy Crush - Extremely polished match-3, you can hate it all you want but it brought more casual players into mobile gaming than any other game. People who have skills can beat it without spending money and brag about it. People who want to speed up their progression can pay to do so. Best of both worlds! Honorable Mention - Heroes Charge, it is a much better game than what meets the eyes. The game it is based on, DOTA Legend was #1 grossing in China for a very long time. It looks like one of these auto-attack games but it really is a minimized version of World of Warcraft with arena fights, raid fights, guild competition and much more. Every hero can be leveled from 1-star to 5-star and many of the best end game heroes are what you get in the beginning for free, creating a much stronger bond between a player and the first characters he gets. There is a reason what looks like a run-of-the-mill game can afford a superbowl ad. It is also top 10 in Korea, one of the only non-Korean game to make it this far. It is the perfect example of how mobile games capture the essence of time consuming full flavor games. Now let me list the games touch arcade rate very highly: 1) Infinity Blade games - What seemed like a big commercial success is now putrid in comparison. Without the financial resources the developers just can not keep things fresh with new contents. Very boring after 1-2 play through's, very poor weapon balance, it is a graphic showcase and nothing more. The top 3 games I listed above EACH makes more money in a month than all Infinity Blade games combined in their entire life time. 2) Battleheart Legacy - I actually really like the mini-Skyrim feeling, open ended world with unlimited skill combinations. It is extremely well designed but the whole indie thing killed it. You beat it after say a week or two of playing and you are done with it. If someone mix the freemium formula with multiplayer/social elements, better graphics and Battleheart Legacy style game play, there is potential for a huge hit. 3) XCOM / GTA and other big console ports - Again more of a technology show case and at best, make one splash on launch weekend and fall out of top 100 grossing chart forever. Console games are not meant to be played on mobile devices period. They are designed for extended playing sessions in front of a big screen. The virtual controls suck compared to games made for touch screens like clash of clans. And even with that out of equation, these games have the same problem with you play once, beat it and move on. Where the best freemium games simply last forever. Seriously why do traditional console developers believe people will enjoy playing 10 year old games with completely outdated mechanics and shoddy controls in 2015? It is a niche market that exists for nostalgia alone. A game like Baldur's Gate 2 was amazing when I played it decades ago because we didn't have anything better then, its graphics/pace are completely outdated to compete in the age of instant gratification. So there you have it. I have never spent a dollar for Clash of Clans and I do just fine. It is fun to beat players who have invested more but at the same time, my expectation is I will not compete anywhere near the highest level. Life itself is a freemium game people! Some will be born with more money than you will ever see in your entire life time. To me overcome economical disadvantages is a lot of fun, both in real life and in game. The best freemium games will make sure the low/zero spenders still get enough enjoyment to stay in the game, so the big spenders feel good about themselves because there is a huge population of no/low-paying players who will worship them. You can see companies like Glu and Gameloft crumble with the pay wall concept, their games just don't hit top of the charts these days. Today there are already more people playing Clash of Clans than GTA. The trend will not reverse. It is accelerating. We are in the age of instant gratification entertainment and we are not going back. Indie developers with NES/SNES graphics asking why their 99 cents games don't make money, do they even give themselves a chance to win? Also just a quote from Peter Molyneux, one of the respected old school developers from late 2013: http://www.videogamer.com/xbox360/gt..._molyneux.html "The newly released Grand Theft Auto V is a game that's everywhere, you can hardly avoid it," Molyneux said, speaking at Mobile Entertainment's Top 50 Mobile Innovators project last night. "It will achieve around $1 billion in revenue on consoles in just one month. "Sounds impressive, doesn't it? No. That's not impressive." Instead, Molyneux believes that the revenue some mobile developers are pulling in is far more exciting. "What is outstandingly impressive is the success of mobile companies like Supercell, who has released games including Hay Day and Clash of Clans," he continued. "Those games, which were released 18 months ago, are achieving revenue between $3 million and $5 million each day. That is impressive." 18 months later, COC is still #1 and growing even bigger and bigger. Embrace the future of gaming, there is no going back!