this is very interesting to hear actually, and it is one of the things I am wondering about as there's kind of a new breed of customer out there, now. iPad has had a pretty heavy adoption rate, relative to the short time it's been out - and I assume a fair amount of folks will share this perspective.
I still would prefer to design/play games that are more iPhone-centic personally - I haven't got an iPad and don't plan to get one anytime soon, the reason the iPhone has always been so appealing to me is it's ultimate portability which the iPad lacks. I'm not saying iPad's not got it's strengths, mind you.. but it definitely requires some thought to lug around, as opposed to your phone which is always with you. This has been discussed to death already, anyway.
OpenFeint.. yeah, it stutters for a second when you boot up our game as well, but otherwise it's completely "in-the-background" fulltime and therefore it won't ruin your experience. I
hate that, when developers will let it interrupt mid-gameplay with that kind of stuff, in such a way that it disturbs the rhythm of the user's experience. Still, OF is still fairly new and rough around the edges, but I'll place the blame on individual programming/design when they fail to integrate it properly. Every engine has plenty of limitations, and needs to be worked around..
and
here's a little plug for the latest promotion of our game, I'll leave it quietly at that-