Yeah i'm only ragging on this point because there seems to be so many misconceptions about what's going on with these marketplaces. It's nagging on my mind now so I have to vent more before I go home from work
For downloadable games, IMO the platform you release on has a big difference if it is closed or open, closed meaning if you have to ask permission to release from some sort of quality based approval process.
Apple App Store - Open Platform
Android Chrome Store - Open Platform
WP7 - Open Platform
XBLIG - Open Platform
Windows 8 Windows Store - Open Platform
The World Wide Web - Open Platform
PS Minis - Closed Platform - not even available in many countries in the world
WiiWare - Closed Platform - lots of reports of poor sales, many devs tried to jump to XBLA with varying success
XBLA - 'Super' Closed Platform
WP7 XBL Games - Closed Platform
PSN - Closed Platform
Steam - 'Super' Closed Platform
PS Suite = ??? I have no idea, if it's open it will be interesting to see how much pressure it puts on Microsoft.
It's pretty obvious that heavy amount of competition on open platforms drives prices down if supply exceeds demand (meaning in most cases gamers will just not buy something if it's priced more than $1, because they can be satisfied with something else available that is free or $1).
This is exactly what's happening on both iOS and XBLIG, some games can get away with higher prices for various reasons, but most don't sell unless it's a buck. The open model in general seems to encourage free games that have IAP, and freemium/social games which are making tons of money. Any time that gamers are spending with extremely cheap games is bringing down the revenue that game industry creates because their time is not infinite, so the industry will naturally evolve to suck money out of people playing cheap games in creative ways (like a mosquito draws blood).
So basically open platform models are actually putting pressure on the closed platform models. You see Steam sales all the time right? Technically they would probably prefer to never put games on sale, but they do it because they want to get attention to the marketplace and keep people within Steamworks world. It's a marketing tactic, not just a good gesture. it's a response to the fact that if they kept games at $59 no one would buy Steam games, even though some of them are actually $59 on consoles.
I have seen XBLIG devs who are asking for the ability to have more codes to give away, or put their games on sale for Free, that would definitely put it more aligned with the way that games are marketed on mobile side of open platform world. Having more control over pricing would solve one big problem for you. I am not sure there will ever be something like 'in app purchase' for XBLIG games, but that's the sort of thing that would make the marketplace suddenly much more scalable from economics perspective.
I would agree that the XBLIG marketplace doesn't rate very highly in terms of features that make it competitive with other open platforms...but unfortunately it is currently the only one that can give you experience with console development as an open platform and not even having to have a dev kit.
As a dev wanting to publish on an open platform you should consider things such as "Can I make a demo", "Can I have IAP", "Can I do price drops" etc. I see way too many devs obsessing over top download list this and not having achievements, IMO the above factors are way more important.
The only reason I keep mentioning Windows Store is that it actually looks very, very nice...they have obviously had the luxury of seeing problems with the other marketplaces and being able to avoid those from the start:
Another difference between the Windows Store model and existing app stores is that users will often be able to download free app demos to try out software before making a purchase. Now, of course, Android and iOS offer lite or free app versions, which users can upgrade to more feature-rich versions, or versions that, say, eliminate in-app advertising. But in Microsofts scheme, developers can bake in time-limited free trials, giving users a complete taste of the full app version, all without a separate download.
http://www.wired.com/gadgetlab/2011/12/windows-8-store-introduced/
You are free to take the good points from that, the things you want to see and go whack it over the heads of whoever is available to represent the marketplace you want to release games on, but it doesn't mean things will change overnight.