3 ms·
Early access seems to be a pretty common model, which I think is pretty effective. I like that as a minimally-coercive incentive: everyone gets access, but you
by cwkoss 7y ago
Early access seems to be a pretty common model, which I think is pretty effective.
I like that as a minimally-coercive incentive: everyone gets access, but you can pay to access it a week sooner. This is the most common model used by Youtubers AFAICT.
I have had my content "stolen". Someone in China likely made more off the game I wrote than I did: good for them, I would have never been able to reach that market. I was focused on making a quality web-game and they iframed it with ads. Didn't hurt me a bit - even helped a bit because I continued getting analytics from these new users. My inability to create a self-perpetuating monetization strategy for my game does not mean that I'm owed anything: if people donated more I would have worked on it longer, but they didn't so I didn't. Fond memories for everyone involved.
I view the idea that "nobody should be able to make money from the fruits of my labor" rooted in pettiness and insecurity. If you can consistently create good things at a good pace, people will support you. I didn't meet that bar, got a 'real' job, and that's fine.
The idea that a single work of creation should be able to support someone for years (or even the rest of their lives) is a fantasy that only entered the public zeitgeist in the past few decades: I suspect largely as the result of IP trolls like Disney, MPAA and RIAA.