It's a simple graph, but it elegantly describes the differences between premium pricing and free-to-play.
While Kabam's revenues steadily grow over time, even after downloads have peaked, Infinity Blade's earning potential is more directly tied to its download numbers.
As such, once the game drops out the charts, its revenues have peaked. Okay, so this is hardly revelatory information, but Newzoo's presented it in a neat way.
So the benefits of free-to-play are clear, but implementing the model is not uncomplicated.
This week alone, monetisation outfit W3i outlined five ways to fail at freemium, DeNA's Ben Cousins described the challenge of creating a balanced and "coherent" monetisation mechanic and Jon Jordan's been pondering whether EA's approach to F2P in Real Racing 3 could prompt a fan backlash.
But the potential rewards are great. After all, Supercell's portfolio of just two masterfully monetised games has seen it become the top grossing company on the entire App Store.
It's a tantalising tale, but that's quite enough storytelling for one week. Instead, let's look back at the last seven days on PocketGamer.biz.
Platform wars
- This week, the PocketGamer.biz Mobile Gaming Mavens evaluate the relative merits of Google Play and the Amazon Appstore.
- App Annie CEO Bertrand Schmitt discusses the "crazy" global growth of Google Play revenues.
- DeNA signs up US, Korean and Brazilian indies for Mobage, including slots specialist Grab Games.
- Marmalade releases open source rapid application development tool, Marmalade Quick, which CTO Tim Closs claims is the fastest way to develop cross-platform games.
- PlayJam Platform enters Asian markets through white label deal with local hardware manufacturer.
- The Vita's not dead yet Halfbrick reports that Jetpack Joyride has accumulated 475,000 downloads on Sony's handheld.
Monetisation
- This week's edition of the Charticle takes a look at Sega, and how the Japanese publisher has handled its move onto mobile.
- EA will need to convince fans that Real Racing 3's free-to-play damage mechanic is more than a cut and shut job, argues PocketGamer.biz editor-at-large Jon Jordan.
- GamesAnalytics launches free-to-play game design consultancy service Benchmark, and CEO Chris Wright tells PocketGamer.biz how it works.
- EA announces the first every free-to-play version of Tetris Tetris Blitz will launch for Android, iOS and Amazon devices in Spring 2013.
- DeNA's Ben Cousins explains the delicate balance between monetisation and restriction at work in The Drowning.
- Market research firm Newzoo shows how Kingdoms of Camelot beats Infinity Blade hands down in the monetisation department, in our chart of the week.
Industry voices
- Former Google man James Kelm outlines the lessons gaming outfits can learn from the web giant's approach to development.
- In late 2012, Pocket Gems transitioned from developer to publisher. We catch up with business development manager Jameel Khalfan to find out how it's been going.
- PocketGamer.biz US correspondent Carter Dotson considers the Ouya, and wonders whether the Android unconsole can attract indie developers.
- Kongregate's new VP of mobile Pany Haritatos on its $10 million "commitment to high quality games".
- Injecting uncertainty into game design creates more engaging and long-lived games, argues Applifier's Oscar Clark.
- Six tips for standing out in the crowded world of mobile games, by Marvelous AQL Europe CEO Harry Holmwood.
Casual Connect Europe 2013
- Kabam Studios president Andrew Sheppard profiles the mysterious 'midcore' gamer.
- There's no place for tutorials in casual games, says King.com mobile guru Tommy Palm.
- Five ways to fail at freemium, courtesy of monetisation experts W3i.
- 12 percent of gamers who view an Everyplay video go on to download the game, says Applifier CEO Laakkonen.
For the full list of stories from this year's Casual Connect Europe, visit the event's dedicated page on PocketGamer.biz.