Examining the takeover of mobile gaming

For decades following the 1970s, gaming existed in the disparate worlds of static and mobile gaming

On one side you had consoles like the PlayStation and desktops like PCs, systems that were regarded as the full-fat experiences of the time. On the other we saw handhelds, so famously displayed by the Game Boy, which came with smaller titles better suited to shorter play times.

Over time, the lines between these systems would become blurred. Today, the difference between static and mobile gaming is almost non-existent, and it's looking increasingly likely that this could demonstrate the new status quo.

Interactive Entertainment in the Modern Era

In the console space, the biggest seller in the latest generation is the Nintendo Switch. Launching in 2017, this system has sold over 117 million units, placing it fifth on the list of all-time best-selling consoles, which we’ve touched on at Malta Today before. It also happens to be a dual console/handheld system, able to be played on a TV or while on the go.

The other two console systems, the Xbox Series and PlayStation 5, having sold 12 and 25 million units respectively, have been around for three fewer years, but sales still indicate an appreciable divide. As it stands, these systems are mostly static, with both Microsoft and Sony not investing in mobile gaming platforms.

In the PC space, the biggest changes have had a path forged not by video games, but by the online casino industry. Ever since the popularization of the smartphone in 2007 with the iPhone, online casino systems have increasingly carried their offerings into the shared PC/mobile space. Contemporary services like William Hill Malta exist as cutting-edge examples of this ideal, offering the same accessibility, features, odds, and help sections across all systems of play.

Today, this reach also extends to the PC video gaming space, where many mobile phones offer many of the same titles that desktops and laptops do. Further developments in this area have been demonstrated by PC-based handhelds like the Steam Deck. These new generations of handhelds are exceptionally powerful and with few drawbacks,

Why Now?

Though the idea of allowing the same experiences on static mobile systems has been an ideal we’ve held ever since the advent of digital gaming technology, user reach often could exceed device grasp. In simple terms, it's been too difficult in the past to make a mobile system that was as powerful and capable as a static one, while also being cost-effective.

Screen technology, battery life, weight, and heat all played into this challenge, as covered at Den of Geek, which is why the gap between handhelds and static systems was traditionally so high. As technology inevitably improved, however, the hardware side of this equation began to balance. Developers and publishers, seeing the opportunities represented by evolution, then worked on the software side.

From a business perspective, it also made sense to maximise your audience. The simple fact is that mobile systems can be more appealing than static ones, even if they’ll never completely bridge the power gap. This is why mobile gaming platforms like the Switch have quickly taken over as the most popular and profitable part of the gaming market, even if it’s not the most openly celebrated. 

With the success of the Steam Deck and rumors of a new Nintendo Switch just around the corner, the gaming industry is gearing up for a new push into mobile play. The only remaining questions are what effect this could have on titles formerly locked to static systems. Will many games be simplified to cater to mobile systems, or will slightly different ports become the way forward? Only time will tell, and if for mobile gamers, the next generation can’t come soon enough. 

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