other 'must have' games that have done very well at high price points -- not just Infinity Blade or GTA III, but the likes of Swords and Sworcery and various good board-game ports. No, the issue is that people think freemium or $1 is the only way for games to make money on the App Store. As a result, developers feel they must make a game that appeals to the lowest common demoninator -- in other words, casual games. And clearly that works very well -- Zombies, Run! is never going to make as much money as Cut the Rope or Tiny Wings. But we're doing pretty well where we are without competing against ten thousand other developers who are also making casual games. Ultimately, success at higher price points is about making a 'must have' game -- not something that everyone must have, but some people. How do you start? Do it with yourself -- what game would you really like to play? And from there, get people to be brutally honest about your idea. Not just your friends, because most of the time they don't want to hurt your feelings, but the public. Kickstarter works pretty well for this, because it allows you to gauge the level of demand very quickly. *(I have heard it said that we were successful because we featured zombies. A cursory examination of the App Store and Kickstarter would reveal exactly how wrong that is.) Ending the Race to the Bottom At $15