I personally have never understood the huge phones either. At a certain point, it becomes a computer you can make calls with rather than a phone you can surf the 'net on. As to why they don't just make multiple sizes, this gets to what makes the user experience on iPhone/iPad/iPod touch so seamless. I'd argue that what made some of the games and apps so wonderful on the original macintoshes (SE, for example) was the constant screen size - so that apps could be designed just for that screen size, maximizing utility. Look at television - there's two formats, SD and HD. SD content on HD screens looks terrible. You saw a little bit of this when the iPads came out, and content designed for iPhones had to be doubled.
If Apple were to release larger iPhones, they would be faced with a difficult choice. Same number of pixels, which would maintain the user experience but not allow more usable real estate; or more pixels at a non-integer multiple, which would balkanize the user experience and make it tougher on developers. Think scroll bars and icons running off the screen and pixelated icons.
If Apple were to release larger iPhones, they would be faced with a difficult choice. Same number of pixels, which would maintain the user experience but not allow more usable real estate; or more pixels at a non-integer multiple, which would balkanize the user experience and make it tougher on developers. Think scroll bars and icons running off the screen and pixelated icons.