This week, brimming with intrigue, editor Jon Jordan spoke with Zynga, eager to inquire about the company's decision to publish Horn.

An Unreal-powered action adventure game, Horn targets a core audience and carries a $6.99 price tag. In other words, it's not Zynga's usual fare.

In response to our questions, the company's head of mobile publishing, Adam Sussman, explained that although "free-to-play is the future of mobile games," a premium price is best for Horn.

Similarly, this week saw Simogo discuss its $2.99 iOS title Beat Sneak Bandit at GDCE. The developer concluded that "we should have priced it higher, because it was more niche and gamey than we expected."

Comments such as these stand out in an industry that seems to consider a 99c pricepoint (or lower) a foregone conclusion for new releases. It can be easy to forget that pricing is a choice to be considered, rather than a trend to be passively followed.

After all, F2P isn't an all encompassing wave that's crashing over the industry – crushing all resistance and seeping through the sandbags into development studios worldwide. Rather, it's a pricing model, and one that isn't appropriate for every game on the market.

Anyway, that's quite enough jibber-jabber. Instead, let's move on to our bite-sized overview of the last seven days' worth of news.

Platform wars
Industry voices
  • The Mobile Gaming Mavens discuss how EA and Zynga's legal wrangling will affect the wider industry.
  • Pot Farm developer East Side Games on why it's not afraid of DeNA, GREE and TinyCo setting up shop in Vancouver.
  • Mind Candy's mobile tech lead Moo Yu on why team size matters, and his search for the LittleBigCompany.
  • PapayaMobile's Oscar Clark discusses how to build compulsion loops into mobile game design.
  • deputy editor Keith Andrew argues that although an iPad Mini would sell millions, it would be a bad move for Apple.
GDCE 2012

Click here for all of's coverage from GDCE 2012 in one handy list.