One area that has been critizised about the app store is that "race to the bottom" mentality. Apps need to cost under 5 bucks to be really successful. This means we don't get apps or games that are as high of quality as computer apps and console games, because there just isn't the incentive for the devs to create them. Now with the release of the Mac app store this has been drawn under more scrutiny wondering if it will be the same. Well in under 30 seconds I have devised a simplistic approach to how Apple can drive more innovation by driving incentive for higher paying apps. The more expensive your app is, the higher your share of the revenue split is. All apps now have the 70/30 split. 70% to devs and 30% to apple. Well maybe if your app cost >= 9.99 it would be a 80/20 split. or >= 19.99 a 90/10 split, or >=39.99 a 95/5 split. Those are just rough, randomly picked numbers. I'm sure Apple could create something more scientific. Maybe instead of tiered it would be gradual. Like every $1 above $9.99 the dev would recieve an extra 1% (not to exceed 95% or something). This would be better I think because it would create more competative pricing instead of just sticking to those predetermined levels. I know this would cause apple to give up revenue but if they want to develop a proper culture of high quality games/apps then I think this is needed. Especially because Apple claims they only charge the 30% to maintain the app store not for revenue. Well every .99 app gives them .33 while every 49.99 app gives them 15.00, but they both should cost the same to apple in overhead... Anyone think this would be a good idea? I should work at Apple huh?