No, it simply isn't. It's been studied multiple times and found that the smallest % of playerbase provides the most out of the mobile games revenue. It's literally the only ones who pay and keep playing (because they have paid so much) that keep those games alive. Most people install the new mobile game, try it, see it's p2w and uninstall it very soon.
Immortal has shown how it doesn't really matter if a game is good or not (cause Immortal is really good from a technical standpoint) because players will get pissed if you try to screw them.
Again, i really believe Blizzard knew that from the very start. It wasn't going to end well in any reasonable way so they just went all the way in to make as much money as possible. If the game was going to be received badly in any case, they could literally do whatever they wanted - and they did.
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Apparently it's even less.
I'm trying to find consistent numbers because they're kind of all over the place, but here's a good article about it.
https://www.blog.udonis.co/mobile-ma...rotransactions.
Basically, it's around 2% of the playerbase that drives the most revenue. That's the reason why mobile gaming is so successful - high visibility due to the immensely broad platform and the fact you don't actually need much people engaging with it, because development costs are much smaller than a traditional game.
It's literally a handful of rich players dominating the market and creating the shit standard we have - because they simply can pay and companies are happy to get their money.
Here's also some good info to look at.
https://www.statista.com/outlook/dmo...bn%20by%202026.