I'm not at all surprised that the demand for AAA games on iPhones and iPads is not that high and they can be considered commercial failures, according to data from Appfigures via MobileGamer.biz.
Even though Apple has worked to port Death Standing, Assassin's Creed Mirage, and Resident Evil 7 from last- and current-gen consoles to the A17 Pro-powered iPhone 15 Pro and iPhone 15 Pro Max, and iPads with M-series chips, these games haven't exactly been smash hits. AppFigures data shows that in terms of downloads and revenue, these top-tier titles pale in comparison to simpler native mobile games based on free-to-play models.
Now, I'm a tech journalist, not a developer or business strategist, but I could have predicted this from a distance.
I think it's really impressive that a slim iPhone can run modern console games (albeit not at maxed out graphics), which would normally require a pseudo-rectangle of dedicated gaming hardware to run. This shows that Apple can produce impressive in-house chips that set a high bar for graphics performance and processing, even for the likes of Qualcomm and its flagship Snapdragon Gen 8 chip.
A time and a place
However, even as someone who loves gaming (I own a PS5, an Xbox Series X, and an incredibly powerful PC), I'm still not sold on console-quality gaming on smartphones or tablets.
The first problem is that these triple-A games often require a controller or controller accessory to play, and not only does that add extra cost (whether you buy a phone clip, an Xbox Wireless Controller, or something like the Razer Kishi), but it also adds an extra level of hassle. At home, I can just turn to one of the dedicated gaming consoles. When I commute to work, the last thing I want to do is try to connect a controller to my phone while other people are pushing me around.
Plus, if I want a proper handheld gaming experience, I'm more likely to go for the Nintendo Switch or Valve's Steam Deck – the latter of which continues to impress me with what it can run.
The second point is that smartphones are already bastions of casual, simple gaming. I generally use my iPhone or iPad to play simple games that are easily controlled via a touchscreen and often with one hand; Plants vs Zombies, FLT: Faster Than Light and Bleak Sword come to mind.
If I'm playing while traveling or commuting, I tend to choose games that are easy to use and immerse me in an environment or task rather than having to perform precise actions or move and look at the same time. That way, if someone needs me to move from my seat while I'm using the facilities on an airplane, my pace of play isn't affected much.
Just looking around the crowds on my commute from East London to the city centre, I see people playing games on their phones – only they won't be console-quality titles, but rather in the vein of Candy Crush Saga.
Similarly, games like Call of Duty Mobile offer frenetic action and the need to use a virtual controller, but they have been designed for use on native phones and have been optimized for mobile platforms rather than being ports of other games. They also offer quick moments of fun rather than a lengthy campaign that one must commit to.
Additionally, Apple may be approaching gaming from two different angles. While the latest iPhone Pros can run ports of select top-tier games, Apple Arcade offers bespoke games designed primarily for mobile use that can't be found on other platforms. If I were to play exclusively on my iPhone or iPad, I'd choose Arcade titles over ports or even native mobile games that can be played on both iOS and Android.
Playing the longest game
Doesn't all of this mean that I think Apple shouldn't bother making top-notch game ports for iOS and iPadOS? Not at all.
Apple has the money to afford to build a mobile gaming ecosystem that offers both high-end games and ones that are less demanding in terms of graphics, complexity, and composition. And while the A17 Pro is limited to just two iPhone 15 models right now, the chip’s power will surely carry over to future iPhones, particularly the iPhone 16.
That should expand the number of people with access to phones that can run these console ports, thus opening up the scope for top-notch gaming on smartphones.
I doubt it will transform mobile gaming as a whole. However, it could create a niche of users who may not need to rely on the best gaming phones to enjoy a high-quality mobile gaming experience.
Ultimately, I think high-end gaming on the iPhone 15 Pro and 15 Pro Max was more of a tech demo for Apple to show off the power of the A17 Pro. There's debate over whether that much power is needed in a phone, but it does at least future-proof the iPhones a bit.
And I'm fascinated by what Apple could do next with gaming — all that power could produce some really clever Apple Arcade games, for example, ones that look impressive but are natively designed for smartphones.