There are several options available to devs: 1. Increase the resolution on the game graphics, to make the 2x mode on the iPad look nicer. Good for customer. Developer loses due to time/money involved, and significant loss in iPhone sales if they go over the 10MB ATT download limit. 2. Ignore the 2x mode, and do a full native mode when on the iPad, and standard mode on the iPhone. Really good for customer. Developer loses even more money, for the reasons above PLUS having to redesign for the new iPad requirements. There are some significant differences that are non trivial. 3. Make a native iPad version, that follows all the iPad requirements, with a new interface, new graphics, new features, etc. that takes full advantage of the new device. Dev charges a low price. Good and bad for customer, depending on your point of view. Developer gets to release an uncrippled version of the game, possibly make a profit, and stay in business. 4. Make a special update to the iPhone version, that has DLC to unlock the native version contained in the game already. Still runs into the 10MB limit, causing a loss in sales. Right now, DLC is minimum $1. How much will iPad games be? My guess: Pretty cheap. Customer will probably just break even. Developer might win, if DLC beats out the loss of 10MB sales.