3 ms·
I just released an app in Apple's app store a week ago and am seeing this attitude as well. I'm charging for it and don't provide a trial since I think it's wor
by allenu 6y ago
I just released an app in Apple's app store a week ago and am seeing this attitude as well. I'm charging for it and don't provide a trial since I think it's worth the price for what you get (maybe even priced too low). A few people immediately ask if I'm planning on open sourcing it or else act disappointed that it's not open source/free.
It's frustrating to work on something and have somebody just come along and say, "Hey, that looks nice. Could I get it for free?" I think it's akin to artists who get requests for free art. The people asking generally think that it takes zero effort to create the art and that they should be entitled to a drawing.
It's also kind of amazing that someone will easily spend a few dollars on games (often upwards of $60-70) or food + drinks, but they see software as something that absolutely has to justify its $5 or $10 price tag.
- DenisM 6y agoIt should not upset you any more than the rain outside. It's a force of nature, get a raincoat and go where you wanted to go.
- nurbl 6y agoI obviously don't know what your users were thinking, or even what your application does, but for my part I use open source stuff because that means I know if I become dependent on it, and the original author drops it (or goes in a direction I don't like) I have options. The price is pretty much orthogonal. Just saying it's not necessarily just about entitlement and getting stuff for free.
- watwut 6y agoUnless your app target gamers, comparing to how gamers spend is apples to oranges. Gamers brag about how much they spend and buy more then they can play. But that is specific subculture, majority of people are not behaving that way. Even majority of people who play games don't spend much money on them or have someone gift them.
- TheAceOfHearts 6y agoSource availability and pricing are orthogonal. The most famous example is Doom: it's open source but the game is shareware. Many people believe that modern software places too many unreasonable restrictions on end-users. I should be able to modify any of the software running on personal devices for my own purposes, at the very least. It's frustrating that I would typically have to use a disassembler instead of getting to directly tweak the source code. Going back to the artist example: it's akin to buying a poster which says that it must be placed on a wall facing a specific direction, at a specific height, with a specific axial tilt, and that it only be illuminated by natural sunlight. But I just want the poster because I really love a specific section. Once I get home, my scissors go to town on the poster, allowing me to only retain the parts I loved. Then I glue it to a circular sheet of metal and I hang it from the ceiling! I'm quite content to recognize the artist's work in crafting the poster and compensate him fairly. But find his list of restrictions on how it should be used to be utterly absurd, and since it's my poster I do whatever I want with it at home. Here's the thing: given all the restrictions which you place on your app, it absolutely has to justify its price tag because, even if they have the knowledge and skills to do so, the end-user can't fix the bugs you missed nor tweak it to suit their specific needs. Even if you manage to get 95% of the way there with your app, if that final 5% is really crucial and the end-user has no way of closing the gap, then it doesn't make much sense to invest one's limited capital on something that leaves their problem unresolved. I've bought open source software in the past and will continue to do so in the future.