AR, Battle Royale and Synchronous battles games all have a small number of titles that sit very high in the charts with a tight overall range. These sub-genres represent the Rising Stars of the download charts as they have a small number of top performing titles. The genres are less cluttered but also are clear trendsetters in their game mechanics. These genres have more fickle gamers. They tend to favour 1 or 2 top titles with unique mechanics rather than playing a large range of titles that each feature similar mechanics, like Hypercasual gamers.
A lot of these sub genres also represent new and emerging niches in and when you observe the data across the 4Q you can often see more game entering and climbing the charts quickly. Depending on the background of your studio and the size of your budgets, attacking the rising star category requires more innovation and development investment but the competition is less and your game will stand out more.
Larger studios tend to opt for safer bets so Puzzle, Word and Interactive Story have all maintained clear download chart positions.
A positive skew means that of the games in the sub-genre more of them were of a higher than the average rank. If the candle is white then the genre skewed negatively meaning more of the titles lay towards the lower end of the charts. The wider the bar the bigger the skew. Games with long blue candles and very low wicks tend to show genres which have a low number of top ranking games pulling up some low rank games. The highest average rank is a good indication of trends, because more games can sit and stay high in the charts.
There is really only one top performing game in this category ROBLOX and the rest is having a hard time maintaining rank. Games with long with candles and short overall wicks represent genres that sit in the middle of the ranks, with a larger number of mid ground titles. Card Battler, Bingo and Breeding all feature stable but not stellar performances throughout The size of bubble represents the number of titles in the genre and the distribution of the mean vs median gives you a sense of what a good average game might perform.
AR and Battle Royale highest average Mean and Median throughout but have a small number of titles, you would expect as the number of clones increases that these genres would move closer to the rank. Taking the ideas from hypercasual but applying it to some of the more obscure genres on the store is another way a studio could hit big in the download charts.
Competitiveness is a huge factor in deciding which genre to attack when building your next game. The more games in a sub-genre, the harder it is to differentiate yourself and stand out from the crowd. A small number of titles with a low average rank however, means that the mechanics of the sub-genre itself might not support good monetization and is also a risky undertaking.
It is therefore prudent to try to create a game in a genre with a low number of titles and a high average rank, these games allow you to differentiate yourself and the mechanics support good monetization. Rank position is disproportionately important to revenue, so we heavily weight the top 10 ranks. To represent this we created a Genre Score , where we weighted sub-genres for being competition free and still highly downloaded. Compared with the Grossing Ranks, I have factored the max download as less important than the sheer quantity of entries in Downloads.
Even with the huge amounts of competition on the store, Hyper Casual truly dominated the charts and if you were in a position to build and promote these titles then there was a lot of downloads available to you. Combing that desire with new or interesting monetization is the way to make huge revenues on the store itself. Interestingly as we will see next week, these genres can still make a lot of money and this is down to the game mechanics themselves, but from a popularity point of view they are poor and tough to rank in.
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