Well, I don't know about that. iOS is being developed at a slow pace, and most features are for iPhone, not iPad, users. iOS 6 was a disappointment for me. But depending on how Windows RT and Android evolve, iOS will have to catch up.
How do you think RT and Android are going to evolve in the future?
True, but to a certain extent. Developers of Mac software may charge a lot for their apps, but the market is very limited (only Mac computers). Developers of software for iOS devices benefit from a huge market - more iPads were sold in less than 3 years than Macs on more than 20. Price is low, but there are many more consumers using it.
Now, this strategy seems to work fine with small and even medium developers, for simple apps. Among large developers, only a few have embraced this model. Adobe did it, but only to a certain extent - flagship software is not available for iOS devices. And Microsoft is probably debating with Apple right now which model will be adopted for the sale of MS Office in iOS devices.
I don't think it's so much a strategy as it is developers really have no choice. iOS is a budget market and the only way to make a profit on a budget market is to put out budget software. Flagship software isn't available because it's not financially viable.
The problem with your argument is that there are still plenty of quality games and apps priced much higher than 'the bottom'. The .99 games are the time wasters, the ones that people don't HAVE to have but will take a chance on for a buck. The quality stuff distinguishes itself by offering something that nobody else has - and draws buyers somewhat irrespective of price. I'm not much of a gamer but my take is that people actually want to play Infinity Blade or Real Racing whereas they don't care so much whether they play Angry Birds or Cut the Rope. For the latter developers, they are better off at .99 because they sell hugely more volume.
Infinity Blade and Real Racing are outliers for the following reason. A developer who wants to beat commoditization and maintain a higher pricepoint could typically do so by turning his software into a brand. To create a brand, he needs to elevate his product into the public's consciousness. But the article points out, Apple built an app store using a single storefront distribution model, which creates a bottleneck. The only way to create a brand is to make sure your app debuts and stays the top 100 chart. But like that article also says, you cannot get on the top 100 charts at a higher price point - you need to price your app competitively cheap. So basically you can't win - you can't put out expensive software without having a brand, but you can't create a brand without pricing your software cheap in the first place.
Which is why when you look at game pricing, games like Final Fantasy and NBA2K and GTA are more expensive than original IP - those games are already brands.
Now Infinity Blade and Real Racing are original iOS brands with higher pricepoints. Can your typical developer copy what they did to get the same results? No, because the reason they became brands is Apple demoed those games on an iPad at WWDC and stuck them in commercials. Apple branded those games for them so instead of having to price drop their games to get people to notice them, they could maintain higher pricepoints because people were already looking for them. Epic even stated that Apple demoing Infinity Blade on stage and in commercials is what led to that game's success. This is not typical obviously.