I found the initial attitude that non-games are at a disadvantage to practical apps kind of strange. My understanding (which may be confirmed soon if my iOS project pans out) is that game apps tend to have less staying power financially than utilities and the like. Serious apps can get away with charging more, are less concerned about "hit driven" chart effects, and can continue to get income after release if the product fills a niche. The games in the charts that Apple makes available in the store are all "hits" and mask the reality that most games are lucky to make over than a thousand dollars or so.<p>I'm still taking the gamble myself, though. My last paycheck job was in a government agency, and I wanted something more modern to put on my resume, even if my project fails. Though I do still think I have a chance. My design is kind of unique, will match with search terms than have limited competition despite my expectations, and should fit the casual gaming crowd that the iPad brought to market with the "virtual board game" concept recently. My 2nd project will be more practical, regardless...