This means that even though the early apps will have a definite advantage, there will always be an opportunity to make a 'better' tip calculator (contrived example) and new opportunities will open up as the platform matures.
IMHO, iPhone apps are a much bigger deal than facebook apps since all the latter seem to do these days is clutter your profile and make you waste time.
So, honestly, go out there, 1. find a problem (like mass transit directions) 2. solve it with an iPhone app. 3. PROFIT !!!
> like mass transit directions
The problem with that is the (potential) specificity for a town, which dilutes the user numbers. I'm not sure how many I could get here in Munich where I can test it on a daily basis. Any New Yorkers have ideas for how such a service should work for their city?
I can see the point in iphone apps that use features you can't get in the browser, like access to gps or the accelerometer etc, but other simple apps seem to be there just because they can be, rather than filling any real need.
This is a myth. And people will realize in a couple months once there are tons of apps in the App Store. You will need marketing wherever you go. For word-of-mouth, your app needs to be really stellar. And that is true, everywhere.
I suspect the more appealing part about the App Store is that more people will want to actually pay for your app right away if you provide them with enough quality. It feels like the expected payoff with the App Store would be higher for individual developers this way as opposed to making viral apps on facebook and monetizing via ads.
I'm a big fan of the really slick side-scrolling shooters (think R-Type), but my biggest influence for this is my favourite Vic=20 game, Astroblitz. It's also a good excuse for me to get my pencils out and get some artwork happening - something else I used to love doing but haven't for years.
So, my motivation is pretty personal, and if it turns out anyone else likes my game too, that's a (quite nice) bonus.