Some games require massive amounts of compute, but the bandwidth to deliver the assets is generally paid by Apple.
I can guarantee you, your company is paying a metric fuck-ton more. It is called Apple's 30% cut.
Your company is paying AWS $200k to pass json messages around for analytics and social aspects of the game. You are paying Apple something like $1 million per week to distribute, market, and collect payments for the game.
I am not saying your company is dumb, or Apple is evil. I am saying your experience and anecdote isn't relevant to Ruby Gems, and offering a different way to think about the games industry vs. the open source software distribution world.
Though you mention delivering the assets. Actually (like a lot of games) we make a big effort in getting under 50MB over-the-air limit on the App Store. The total content for retina iPhone is ~300MB, delivered in parts as you progress in the game. That's kept on S3, downloaded through CloudFront.
But yes! You're right, it's mostly a hell of a lot of JSON flying around.
We're managing to squeeze our apps into this at the moment, but will likely need a similar solution using S3/CloudFront in the near future.
[1] http://www.macrumors.com/2013/09/18/apple-increases-over-the...
Haven't looked at it since iOS 7 launch though, do you know if it was iOS 6 too?
If anyone ever ends up doing something like this; ask them upfront!
When I've hit them, I've usually had a response to the "raise my limit" form within an hour or two.
I'm not on the server team, so I don't know exactly what contributes most to it. But part of me really thinks it could be reduced!