There is always a performance hit going from 32 bit to 64 bit processes. There is a hit to performance when running both 64 bit and 32 bit processes on Windows. Why take the hit to support some old 32 bit apps that probably haven't been updated to take advantage of even the 4" inch phones let alone the larger phones? Why take on the support and security concerns for a few old apps - many of which already don't work on iOS 10?
I guess knowing my RAM is unused helps me feel better while I'm wondering which files I've lost to the forever locked away 32bit app containers.
The developers of the apps clearly don’t think of them as essential.
I was going to play it for a little while before I updated to iOS 11. To my surprise, Epic decided to update it for the first time in 5 years and port it to 64 bit code. It couldn't be because it was still making much money, but I did appreciate it.
EDIT:
It was also updated to support the iPad Pro.
https://itunes.apple.com/us/app/infinity-blade/id387428400?m...
Or, like the vast, vast majority of games, the developer was contracted for the initial development and the publisher who owns the right to the IP and specific software has no financial incentives to pay for additional work to update it and thus won't, regardless of the developer's wishes or whims let alone the users's
Which is not my issue, have you considered reading my comments? Here, let me make it easy for you:
> the problem is that you can't play phone games from 2009 on your 2013~2016 iPhone which had been able to run them right until you updated iOS.
> Apple was able to reduce the size of iOS by not having 32 bit support libraries in memory.
Is that why capacity available went down 730MB on a 7?
> Since iOS doesn't have paging, that saved memory benefits 64 bit apps.
You could already save that memory by not using 32b software. Don't use the software, the libraries don't get loaded. Furthermore given iOS will kill background applications to reclaim memory, the "saved memory" is just about non-existant.