Thats what got me...I would have purchased it but the pricing out for each set of missions and removal of LAN play has made me postpone purchase...Shoot, I'll try to wait till it comes out in a 'combo' release in a few years...I'll try!
When iPhone App Store came along, it brought with it its own price conventions i.e. it's normal to sell games for $0.99, or $9.99 tops. Does anyone sell games for $60, or at least $30 on iPhone? Form a developer's point of view I see no reason for iPhone games to be priced cheaper than PC or console counterparts. Development of any game doesn't become 10x cheaper because it is for iPhone, does it?
The reason I'm interested in it is the following: I am thinking about how can indie game developers get compensated for their work? There's the notion that if the game is "big and good" ("AAA" titles released by major publishers) it deserves to be paid top dollar for ($60 currently, I assume; though $60 seems to be "very top" by todays standards); indie games from obscure developers deserve much less. I don't see why the opposite couldn't be true; "big" games, though require big budgets for their production, will sell many copies anyway, while indie ones appeal for much narrower audience (that needs them nevertheless), for which they have to compensate with higher price, which said audience will have to pay. Does history have any examples of this kind? If not, maybe, as PG noted[1], we're not actually paying for content in games, not just in music and print?
[1] Paul Graham: Post-Medium Publishing http://www.paulgraham.com/publishing.html
Still doesn't beat getting a good book at the public library, though...