Free games usually are pretty big...I've yet to pay to download anything off the android market in the entire 3 years I've been on it. There's even games that hit over 100 million downloads like temple run, but really after playing a good hour or two of the game your pretty much done of it. Mobile games don't have the lasting appeal of normal video game console games. It's beyong being "casual" you'd have to almost find another definition of what mobile gaming is.
Mobile gaming is not for the hardcore, people will never buy accesories, or pay monthly fees for a game on there cell phone, let alone play a game for over 100 hours (which I've done several times on my home consoles).
Yeah, because people made the same comments about social games like Zynga titles.... "No one will ever pay money on a free to play game!".
Order & Chaos would like to note that you're wrong. Heck, I've probably put 100hrs into Game Dev Story and Robo Defense for Android alone.
Alright, alright some people will but not the majority.
Do you need the "Majority" to play 100hrs on lots of titmes in order to make the ecosystem viable for major game manufacturers?
The reality is that no major studios has tried a real, true-blue sequel at a regular retail price and a day-and-date release, or exclusivity with full marketing behind it to know if users do, nor do not want, that kind of experience. The closest thing we really have is Infinity Blade which made Epic somewhere around $25-30 million dollars before all the micro-transactions come into play.