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When Apple’s App Store first launched back in July there was a wide range of prices for individual applications. While many were free, quite a few of the early games were $5 or $10. But as time has passed, there’s definitely been a trend of the paid apps to move towards $0.99, which seems to be a magic price point for high sales. But $0.99-an-app isn’t much of a way for developers to make a living, and quite a few of them are now trending back towards $10.

I met with a group of popular iPhone app developers the other day. While most were game makers, others had apps for doing things like restaurant reviews. Most were showing off apps that would be coming out in December (like SimCity and Rolando). The one thing the majority of them shared in common was price: $9.99.

This was surprising to me because of the obvious trend the App Store has been seeing in recent months towards lower pricing. The development house Tap Tap Tap even wrote a very long (and in my opinion, thick-headed) piece about the trend towards cheap turning the App Store in to the “Crap Store.” Their proposed solution was to de-emphasize pricing in the rankings by making it based on gross revenues. Of course their argument is that this works great for Hollywood box office records — except that the systems aren’t the same — at all. Movie ticket prices are constant (with the exception of IMAX films) for each movie, apps are all priced differently.

But the real reason why no drastic change is needed in the App Store is that the developers are seemingly starting to get more comfortable once again with the higher price points. While Ngmoco sells its current apps, Topple and MazeFinger for $0.99 and free respectively, its newest one, Rolando, will be $9.99. When I asked the team why they chose this price point, they said that Ngmoco wanted to differentiate its so called “micro-priced” (cheap) apps from the more premium ones, which require a lot more work. They’re confident consumers will be willing to pay for a higher-quality product.

Electronic Arts, which is, of course, a gigantic game company on just about every platform, echoed that sentiment. The company already has games like Tetris, Scrabble and more recently Yahtzee on the iPhone, but with SimCity, Need for Speed: Undercover and Monopoly all launching in December, the company will have a ton of games on the iPhone that people already know and will probably be willing to buy just on name alone (comments on my SimCity post certainly seem to indicate that).

“A lot of developers made an assumption that racing to 99 cents will lift them — that’s kind of worked, but it won’t always work,” EA Mobile’s marketing director Patrick Gunn told me. He noted that both Apple and app publishers are still finding their way in terms of how best to price applications, but that things are starting to shake out.

Another option that hasn’t been fully realized yet is advertising on apps. Companies like AdMob, AppLoop and Medialets are all working in this space, while bigger companies like EA are also thinking about their own solutions. If someone can nail advertising on the device within apps, that could help keep prices low even for high-quality games.

Of course, EA isn’t ruling out titles higher than $9.99 either, which makes sense if the iPhone really can compete with systems like the Nintendo DS and the Sony Playstation Portable, which sell games for anywhere from $20 to $50 a piece.

But $9.99 seems to be the new hot trend in iPhone app pricing. In my meetings with developers, I also saw an iPhone game from Gameloft called Ferrari GT Revolution. The makers of this racing game teamed up with Ferrari to simulate the hot car on the iPhone. Again, this app will be $9.99 when it comes out in December.

And even the popular ratings and review guide Zagat has placed a $9.99 price tag on its new iPhone app (find it here). Again, this was a bit surprising to hear given that competitors like Yelp have iPhone apps for free, but the makers of the Zagat app (Handmark), think Zagat’s brand name will overcome any price differentiation.

And there is the game Puzzle Quest, which is a remake of an old video game classic. Once again, it will be around $10 when it hits the App Store next month, according to Kotaku.

Time will tell if users will buy into this trend back to more expensive apps. It seems like these upcoming titles with a mixture of quality and known properties should make slightly higher prices feasible for a lot of app makers. But maybe the $0.99 apps will still rule the day and force the more expensive ones I’ve mentioned to slash their costs. That’d be too bad, because I want to see some really great apps on the iPhone, and most of those take money to make — and in this economy people aren’t going to be throwing away money if they don’t think they can get it back.

PARIS—The largest mobile game publisher in the world, Gameloft, has a line-up of six games ready for today’s launch of Apple’s new App Store, which coincides with the release of the new 3G iPhones. Gonzague de Vallois, senior vice president of publishing at Gameloft, overseas all development at the company across all gaming platforms. In addition to showing VentureBeat playable versions of Gameloft’s launch titles, de Vallois took some time to discuss what impact Apple’s new iPhone will have on the mobile gaming industry as well as the portable gaming industry in this exclusive interview.

VB: When you look at Apple as a company, traditionally, videogames have not been a big part of their business, even with its Mac computers. How do you see the new iPhone changing how serious Apple is about gaming?

GV: We’ve been working with Apple for two years now with the iPod. Games are a real part of this launch. We don’t know yet if games are just part of the marketing of the iPhone for Apple or a new strategy for software from this hardware company. We think there could be some interesting synergies with the Mac. Apple has been talking to us about the Mac, because in the past not all games come out for that platform and few titles come out at the same time as a PC counterpart.

VB: As the number two publisher of iPod games, what type of overlap do you see with the gaming demographics of the iPod and the iPhone?

GV: In terms of their audience, even if it’s not the same age group — iPod is more mass market while the iPhone is catering to consumers in their 20s and 30s and an older demographic –both devices are equally male and female targeted. We consider the iPhone as a platform by itself. It’s a new platform that we introduced to our creators. The first batch of games we had 10 to 12 weeks to turn these around. But they’re working on many more titles that will take the technology further this year and beyond.

VB: How did the lack of gaming functionality on the original iPhone hurt the mobile games business?

GV: We’re already saw it in the second half of last year. Within the first three to four months of buying a new phone is when consumers spend a lot of money customizing their device. We had three to five million iPhone users who couldn’t buy games, and that hurt our business. Read the rest of this entry »

Electronic Arts is expanding its grip on the mobile gaming market with its acquisition today of Hands-On Mobile Korea for an undisclosed price.

The deal gives EA a strong presence in the fast-growing South Korean mobile games market, adding to the strong share EA Mobile already has in the U.S. and Europe.

Hands-On Mobile Korea’s hot game is Heroes Lore. EA did not buy the rest of San Francisco-based Hands-On Mobile (formerly known as Mforma), the owner of Hands-On Mobile Korea.

Hands-On has raised more than $100 million in venture backing since its founding in 2001. Its investors include Bessemer Venture Partners, Draper Fisher Jurvetson, General Catalyst Partners, eFund and Institutional Venture Partners.

EA Mobile revenues were $155 million for the year ended March 31, 2008, about 4 percent of EA’s overall revenues. In the first calendar quarter of 2008, EA said its mobile revenues were 18 percent higher than its nearest competitor.

The deal will give EA Mobile a stronger international footprint and put pressure on rivals such as Digital Chocolate, Glu Mobile, and GameLoft.

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