The head of the company’s gaming subscription service explains its priorities as it anticipates the Vision Pro revolution, and tries to bring originality to a market still dominated by free to play mobile titles
When Apple launched its games subscription service, Arcade, in September 2019, it drew a huge amount of attention – as with everything the company does. Offering 100 premium (ie, not ad-infested) mobile games for a monthly subscription fee of £4.99/$4.99 (now £6.99), and the promise of more titles to come, it was an attempt to bring the Netflix business model to gaming.
It offered an alternative in a mobile gaming market in which free-to-play and ad-supported games were dominant. The dominance of behemoths such as Genshin Impact, Clash of Clans and Candy Crush previously made it difficult for the makers of paid-for, premium games to find an audience, but Arcade offered a range of curated titles that could run across Apple’s devices – iPhone, iPad, Mac and Apple TV – with no ads or in-app purchases. Games also worked offline, eliminating the annoyance of being kicked out of a game on the London Underground.
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