3 ms·
> I think the reality is most people are ok with not owning things. Otherwise, they wouldn't agree to licensing software from companies. This is such a huge ha
by to11mtm 2y ago
> I think the reality is most people are ok with not owning things. Otherwise, they wouldn't agree to licensing software from companies.
This is such a huge hand-waving blanket statement that I apologize in advance for my response.
The CAD shop I worked at was doing fine on R14 for YEARS and specialized apps/etc with hardware dongles until everyone got onto the 'SaaS' or 'Subscription' mode. And frankly, the "choice" our shop had more than once was 'our customer signed a deal to use this so we have to buy it'. What was worse was they did that twice in one year, and the second product cost as much per seat/year as the first product cost FOR OUR WHOLE TEAM per year.
> Another example is video games. The average Nintendo 64 game used to be $75.99 in 1997 which is $150 in today's dollars. Today the average PS5 game price is $70. That's half the price.
You're comparing apples to oranges there. Heck, even back then, a -huge- benefit of the PS and Saturn was that production costs for discs were -cheap-. Something like 3$ including case and sleeve. Compare to N64 carts which as far as I can understand would cost somewhere between 15-30$ depending on size of ROM. Neither of those factor in actual 'distribution' costs (i.e. shipping to retailer) but I know which format was lighter/smaller... Also PS1 'greatest hits' were the closest we had to steam sales at the time.
> By removing ownership from the product offering the seller can reduce the price.
Says every SaaS that gives a nice intro contract that will even give a nice first contract, knowing that by renewal the buyer will be more at their mercy with too much pain involved to 'get away' from ever-increasing prices... Low-Code tools are really good at this strategy lol.