We've seen some good use of in app purchase (ChristmasfyMe included, of course) and I'm definitely excited about the platform; however, it would be nice to see microtransaction support. In app content is limited to app store pricing - in other words, the smallest amount you can charge is $0.99. This is great for content packs, but doesn't allow smaller transactions. For example, a small item in a game might only be a nickel instead of a dollar. As it is now, you have to offer 20 items instead of just the one a user might want.
With the increasing proliferation of freemium apps, digging for bargains is now a little harder, as you now need to dig into the app descriptin/reviews a little to see if it's a freemium app or not (I admit, I'm a cheapskate).
It'd be nice if Apple labelled applications that used in-app purchases accordingly, so you could filter on those. As it stands, the app developer usually does a decent job of putting warnings in the description, but not always.
Also, I'd be mad if I had paid for an app that moved to a freemium model (e.g. F.A.S.T.). There should be a way to support these users instead of asking for their money twice.
That said, the in-app purchase model solves the trial problem rather neatly (at least for a subset of applications). I've never written an iPhone application, but it seems like having 1 less application to manage (even if it's a trial version built from the same codebase) is a great benefit.
I understand you a new here so this is not a rebuke but more a gentle prodding to keep the quality of the site up. Please keep comments to the form of a discussion instead of a vacuous statement. People here will downvote something if it does not further the discussion.
We've seen some good use of in app purchase (ChristmasfyMe included, of course) and I'm definitely excited about the platform; however, it would be nice to see microtransaction support. In app content is limited to app store pricing - in other words, the smallest amount you can charge is $0.99. This is great for content packs, but doesn't allow smaller transactions. For example, a small item in a game might only be a nickel instead of a dollar. As it is now, you have to offer 20 items instead of just the one a user might want.