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233

answers:

4

Writing code takes time and effort and just like any other human being we need to live by making an income (save for the few that are actually self sustainable.) Here are 3 general schemes to make a living:

  1. Independent developers can offer a trial then purchase scheme.

  2. An alternative is an open source base application with pay extensions.

  3. A last (probably least popular with customers) scheme is to enforce some kind of subscription. Then the price of the software pales in comparison to the long term subscription fees.

So, my question would be a hypothetical one. Suppose that you invest thousands of hours into developing an application. Now suppose you can choose any one of the three options to make a living off this application--or any other option you want--and suppose you have a very real fear of loosing 80% of your revenue to a cracked version if one can be made. To be clear this application does not require the internet to perform all its useful functions, that is, your application is a prime candidate to be a cracked release on some website.

Which option would you feel most comfortable with defending yourself against this possible situation and briefly describe why this option would be the best.

+2  A: 

I guess the only 'safe' way is the subscription route. Because as many can tell from modern day games and software... everything can be cracked, it just takes time.

I think that reasonably pricing your software really helps as well. (I think microsoft sold far more copies of Windows 7 when they priced it at $30 instead of $300). I am also more inclined to buy software that is ~$20-ish if I really like the software.

webdestroya
"I would just pirate it"? Wow.
Tim
There, edited to be PC.
webdestroya
Forget PC, try not being a criminal...
Tim
Yea... it was more of an example. You can't price a program at say $600 (say photoshop) and not expect people to pirate it. If you priced that same program at maybe $40, im sure many many many more would buy it.
webdestroya
I think this is worth pointing out that companies like Adobe even go out of there way to make it easier to pirate. They have just given up completely. Some of the more expensive software companies are incredibly easy to steal from. I will admit that I have a pirated copy of NUKE. I will never make any money from it but if I where to work for a company that needed it as a resource since it was accessible to me would immediately recommend that Nuke be used and seek out purchasing a valid license.
Doodle
+5  A: 

I'll paraphrase someone outside the usual programming context, but is nevertheless very right: It's impossible to create an unbeatable DRM. Why? Because, at some point, all the program logic must have gone through the computer memory, in pristine, decrypted, executable from. From the memdump to executable is peanuts. Not even Ubisoft's DRM shipped with Assassin's Creed 2 managed to stay uncracked.

Like webdestroya said, reasonable pricing will help monumentally. To that, I'd like to add something else: Treat your customers properly. The more hurdles you add, the more tempted they'll be to just crack it and get over it. And those who'll pirate it either way? They were never potential sales in first place. They get it 'cause they can get it for free, and if they couldn't, they wouldn't even try.

In the end, what you want is a loyal customer base. For that, a solid product, good support and a very good first impression are key.

Kyte
Couldn't agree more with **treat your customers properly** I always find it hilarious when companies add DRM only to piss off paying customers, while the pirates just bypass the DRM - and bypass the headaches.
webdestroya
I don't know if I agree with that. DRM doesn't have to be as stupidly obvious as Ubisoft, EA and Apple make it out to be. Take for example Blizzards monumental game World of Warcraft, you can say its subscription is essentially a form of subtle uncrackable DRM; no one has cracked onto their servers from the client.
ldog
MMOs (and other client-server games) are a totally different problem space than games which do not rely on a central gameplay server. Trying to compare one set to the other makes no sense. (For instance, there *are* many private WoW servers which could be considered "cracked" DRM - but because the main reason for playing is to play on the official servers, it's not a problem. The same can't be done for games which don't have official servers to encourage people to play on them.)
Amber
Apples DRM has slowly pushed me away from even respecting the company. Its hard to say how long the apple hype can help. There was a good editors opinion about Apple in this months Linux Journal
Doodle
@gmatt: You don't pay for WoW the game. You pay for WoW the access to their monumental game database backend. It's why private servers exist. (In a nebulous gray area of legality, but they do nevertheless)
Kyte
+3  A: 

Design software for people who can't use computers. Thats the safest route. They will never get a Torrent downloading.

A lot of companies seem to be following the trend of making their software less user friendly and seeking out support contracts(even some to be unamed Linux distros do it...I swear all they do is break something that works and make Linux look bad)

I don't think that you can do it you can't secure certain types of software. I think the best thing that we can do is change the way we develop and seek pricing schedules that reflect the change in times.

I personally have started developing all of my software to either need an internet connection or run from a browser. Everything else I charge a dollar for.

Also look at how steam does it. They consistently are the only people I can think of that win on the subject.

I know this isn't a real answer, I wanted to throw out my two sense.

Doodle
interesting point of view ...
ldog
*I wanted to throw out my two sense.* - interesting, most people have five.
Duncan
+1  A: 

One make sure payment methods are easier enough for potential puchases, so they don't think its easier to go elsewhere. For example don't force people to go through an verified email registration scheme before allowing a purchase(like how some forums need you to click a link on an email before you can post).

The second thing is to make sure that paying for the software has more value then pirating it. eg People will pay for a WoW Subscription because it provides all the content and people to play with.

mikek3332002