Of course it is biased to my own view. It seems that you are forgetting, that I/YOU am/are making the app/game, the developer. It’s him, that decides, which audience he is aiming for. The developer judges the rules, offers something and sells the app/game.
A chance won’t generate revenue. A developer does not aim for a chance, he aims for retention.
A faithful, supporting user will. A player that actually plays your game on a frequent basis will.
Yes, make them stay. But a game, that is only small in size, won’t make them stay. Quality and caring about the user will make them stay. Just look what Apple or any of the console/GPU/Game companies do.
A new game comes out, takes 50GB+ in size, a high-end GPU or whatever. What are the people that WANT to play that game doing? They buy new hardware! Be it a faster GPU or a new hard-drive, to fit the game onto. If people are engaged with your stuff, the don’t care about size, or if you need the next big GPU for it to play it on ultra settings or whatever.
If someone can’t afford it, he always have the option to go for lower settings. Compared to a mobile game, it will be reduced in sized, cause of the lower resolution assets, but if they want THE BEST, they have to accept, that it comes with a different rule-set.
Of course there will be no lose with smaller size BUT the same quality. The problem is, that it’s not possible to have same quality by keeping the small size. I’m not talking about apps, I’m talking about games and the visual/audio quality. We all know that 2k textures need more space than 512bytes textures. 16Bit 44kHz stereo audio needs more space than 8Bit 22.5kHz. 12 language sets of font atlases need more space, than one language set.
The code size stays the same. E.g. 3MB for your game. The assets for the iPhone take 10MB, but how much do they take for the iPad with a 2k resolution? They can easily take 100MB.
Plenty of developers don’t want to present their game with smudged, fuzzy and washed out textures. They want to go for the best quality possible on the specific device. I guess that’s also what users expect on their fancy full-blown smartphones. If I have a car, that can go 300km/h, I want to go that fast.
That’s not the point. You can also make apps with UE. They are still tailored to games. If you want to make pure apps, you are way better of with using an app framework, because they are tailored to that.
It’s also possible to nail some wood with some pliers, but you may be better of by using a hammer.
Isn’t an app always designed for a specific category? There is no such thing as a generic app for everyone. An app does fulfill a purpose. There are only some people/audiences looking for an app that fulfills the purpose they need.
By making a specific app, you are automatically targeting a specific audience.
The only exception would be an app that does everything, or no app at all, because there is no need for nothing.