It took me years to understand that, you can picture a performance red line, and instead of approaching it from above (that is, optimising a lagguy game) we should approach it from below. I havent work for a single game developer which use that approach and yet Im now convinced its the right one. Approaching the line from above almost always gives you a bloated heavy erring-on-the-wrong-side software.
Of course mobile games are "bigger" than PC games. It's because today 18yos use mobile phones to "type" their homework. It's because they have never actually used or owned a computer/mac keyboard. It's because +80% of visitors of all web pages come from mobile.
It's because everyone has a mobile phone, and relatively fewer people use or own a classic computer. It says nothing about the scale of mobile gaming. It says everything about the scale of mobile.
It's why the games on apple products are fundamentally different. Apple may say it's about protecting the integrity of the user experience, but the best and the brightest would rather learn directly from users themselves and not use Apple as a go-between.