The Mobile Game That Proved Games Are Art
Monument Valley, released April 3, 2014 by ustwo games, was a gorgeous puzzle game inspired by M.C. Escher’s impossible architecture. Players guided silent princess Ida through stunning levels filled with optical illusions and impossible geometry. The game became the definitive example of “games as art,” won numerous design awards, and sold 10+ million copies—proving mobile games could be beautiful, meaningful experiences worth premium prices.
The Visual Design
Monument Valley’s aesthetics were breathtaking—minimalist pastel landscapes, Escher-inspired impossible perspectives, and architecture that defied physics. Levels rotated to reveal hidden paths, stairs that went up and down simultaneously, and structures that only worked from specific angles.
The game felt like playing through an art museum. Each screen was wallpaper-worthy. The design team prioritized beauty over every other consideration, creating one of mobile gaming’s most visually distinctive experiences.
The Gameplay Innovation
Puzzles involved manipulating perspective—rotating structures to create paths that didn’t exist from other angles, moving architectural elements to form impossible connections, and guiding Ida through geometry that shouldn’t work.
Solutions weren’t difficult (the game could be completed in 1-2 hours) but the journey was meditative, not frustrating. Monument Valley prioritized experience over challenge, aesthetic flow over difficulty gates. This was controversial—some argued it wasn’t a “real game”—but the approach worked commercially and critically.
Commercial Success & Pricing Debate
Monument Valley cost $3.99 (later free + $3.99 expansion). This premium mobile pricing was controversial in 2014’s free-to-play dominated app stores. Many users left 1-star reviews complaining about the length: “$4 for 90 minutes?!”
But the game sold 10+ million copies and generated $14.4 million by 2015, proving premium mobile games could succeed. The success influenced mobile market toward quality premium experiences rather than microtransaction manipulation.
Awards & Cultural Impact
Monument Valley won:
- Apple Design Award 2014
- BAFTA Mobile & Handheld Game 2015
- IGF Excellence in Visual Art nomination
- Featured in Apple keynotes and marketing
The game appeared in House of Cards (fictional version called “Monument Valley”), introducing it to non-gaming audiences. It became the go-to example when arguing games could be art.
Monument Valley 2 (2017) and Monument Valley 3 (2024) continued the franchise, maintaining the original’s design philosophy. The series demonstrated mobile gaming could prioritize artistry and player respect over addictive monetization.
Source: ustwo games sales reports, Apple App Store analytics, design awards documentation