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Re:On paying for software by mherrmann on Sunday June 10, 2018 @08:06AM (#17277725)
As an indie dev of desktop software, I have grown tired of complaints that my products aren't free as in speech and beer. I now reply to such criticism by linking to this post: https://fman.io/blog/dear-comrade/
Re:On paying for software by greysteil on Sunday June 10, 2018 @09:15AM (#17277960)
Great blog post - thanks for writing it. I've had the same experience with people asking for an MIT license on dependabot-core (the public repo that holds the core logic for my SaaS business, but which has no license and a comment saying those who wish to use it for commercial gain should contact me instead). I already give the product away for free to open source projects and anyone using it in a personal capacity, but for a small number of people that's not enough.

Free software is a wonderful thing - it's fantastic that our community shares its work so widely and generously. It is not, however, the only, or the best, model for creating innovation at all times. I'm able to work full time on Dependabot because by providing it as SaaS I can pay myself a wage and by owning the codebase I can protect myself from a larger player copying my work. There's no doubt in my mind that enabling me to work on the product full time is a better outcome for the world than a license that would let others distribute and profit from it.

Re:On paying for software by tomjen3 on Sunday June 10, 2018 @10:17AM (#17278218)
As a general point, please put a license on your contributions if you put them on github. Don't much care what it is, and I don't mind paying, but don't make me do a song and dance to see what your price is.

Especially if you are already giving it away to open source projects -- my bet is most people who see "call me" as a clause will move on, even people you are actually trilled to help.

AGPLv3 would be a decent suggestion, but even your own license wouldn't be bad either.

Re:On paying for software by greysteil on Sunday June 10, 2018 @10:50AM (#17278360)
Totally agree on licenses and transparent pricing in general, but I think you've missed the context here.

If a commercial entity wants to add the core functionality of my product to their offering then there's definitely going to have to be a negotiation first. AGPLv3 wouldn't be appropriate, as the commercial entity's code being open source isn't a material consideration for me.

(The license text I was referring to is here: https://github.com/dependabot/dependabot-core#license. I could hire a lawyer and put a proper, proprietary license on the repo but I'm bootstrapped and don't think it's necessary.)

Re:On paying for software by bachmeier on Sunday June 10, 2018 @10:50AM (#17278364)
> by owning the codebase I can protect myself from a larger player copying my work

I find this statement confusing. In what sense do you not "own" your codebase if you release it under the GPL? And if the software is released under the GPL, large players have no advantage, because they have to release all of the changes they make to your code if they're using it to compete against you.

What you're saying is that restricting and hiding your codebase allows you to make more money. And there's nothing wrong with that, but it's not right to spread falsehoods about free software licenses.

Re:On paying for software by greysteil on Sunday June 10, 2018 @11:10AM (#17278450)
That's not what I'm saying, and I don't think I'm spreading any falsehoods about free software licenses here.

Building a business is about distribution as well as product. My product is pretty good, but my distribution, compared to a large player with an existing user base, is woeful. If I licensed under GPL I would be giving explicit legal permission to any big player (who was open source) to take my product for free, and compete with me solely on distribution.

Licensing my product in the above way wouldn't be good for me financially, and as a result would decrease my likelihood of working full time on Dependabot. Worse still, it would disproportionally decrease my returns from working on the product, as opposed to distribution.

Thanks to copyright law we don't need to hide our codebases in order to charge for our work. That's a great thing, and there should be acceptance of code that is developed in public but without a permissive license. It's a perfectly rational decision, and creators shouldn't be put under pressure to give their development work away for free instead.

Re:On paying for software by ttoinou on Sunday June 10, 2018 @11:28AM (#17278540)

   Thanks to copyright law we don't need to hide our codebases in order to charge for our work. 
I don't understand that part ?
Re:On paying for software by greysteil on Sunday June 10, 2018 @11:45AM (#17278625)
Before patents, copyright law, and all that, secrecy was the only way to stop people copying your stuff. That was kinda crappy, and people went to great lengths to obfuscate their IP, expending lots of effort on something that had no benefit for their customers / the world.

Intellectual property law changed that - it made it possible for people to openly disclose their inventions whilst maintaining control of them (normally with some conditions). It was a really, really good thing for society, as it dramatically increased the returns to "thinking work".

I can probably dig out a link if you're interested.

Re:On paying for software by ttoinou on Sunday June 10, 2018 @12:57PM (#17278953)
How is copyright / patents / IP making companies' code bases open to public or it's secrecy is not as guarded as before (as implied by your quote) ?
Re:On paying for software by michaelmrose on Sunday June 10, 2018 @01:32PM (#17279133)
Especially since copyright predates software or you know computers.
Re:On paying for software by michaelmrose on Sunday June 10, 2018 @01:31PM (#17279132)
Citation needed.
Re:On paying for software by ttoinou on Sunday June 10, 2018 @01:17PM (#17279046)

   In what sense do you not "own" your codebase if you release it under the GPL? 
There is no concept of property for information. By hiding your source codebase and the way it is being built (the same logic applies to your DAW music project, your video software editing file project etc...) you are making life harder for people who try to replicate features of your software, understand techniques behind it or pretend to be you to sell the software instead of you (others examples are welcome).

So I can understand that the GP /feels/ like he owns it more, even if it is just a feeling.

Re:On paying for software by gkya on Monday June 11, 2018 @06:50AM (#17283224)
There is very little in the world of software that's hard to replicate. And there's almost nothing that does not have any F/OSS alternatives.
Re:On paying for software by ttoinou on Monday June 11, 2018 @09:39AM (#17284055)
But still "harder", it puts a heavier barrier of entry for others to enter the same area as you. The fact that there are FLOSS alternatives has nothing to do with what we're talking about
Re:On paying for software by mherrmann on Sunday June 10, 2018 @09:25AM (#17277999)
I very much agree, especially on your point that the world is better for you being able to work on your product.
Re:On paying for software by progval on Sunday June 10, 2018 @04:45PM (#17280064)
> We have been unable to find a license that accurately fits Dependabot's needs (suggestions are welcome)

How about dual-licensing as CC-BY-ND (using the bot as-is, even for profit) and CC-BY-NC (making modifications, but not for profit)?

Re:On paying for software by theshadowknows on Sunday June 10, 2018 @09:38AM (#17278050)
I don’t understand when people complain about software that isn’t free. You want it free? Go make it yourself and give it away...oh, you can’t make it yourself? Maybe that’s why it’s not free.
Re:On paying for software by rootlocus on Sunday June 10, 2018 @11:12AM (#17278464)
> oh, you can’t make it yourself? Maybe that’s why it’s not free.

That's not a complete argument. Anyone can mop the streets, but we still pay for their services.

Re:On paying for software by BTeam on Sunday June 10, 2018 @01:52PM (#17279245)
Until someone actually do it, and better. Good luck monetize your proprietary alternative then!
Re:On paying for software by pbhjpbhj on Sunday June 10, 2018 @03:24PM (#17279751)
You're perhaps forgetting that people use price as a value indicator. If you take FOSS and package it for sale then people may well buy it who wouldn't "use that shitty free software". Humans are complex beasts.
Re:On paying for software by arcturus17 on Monday June 11, 2018 @02:49AM (#17282313)
Or you know, the FOSS alternative might still be 100x weaker than the propietary incumbent. I'd love to ditch Adobe products but Gimp and Inkscape don't quite cut it.

"Goodbye to your propietary business" applies when you have a commoditized product that's easy to replicate feature-by-feature. In which case this is not a free vs propietary problem - another propietary competitor could leave you in the dust just as bad - it's a general vision and execution problem.

Re:On paying for software by theshadowknows on Sunday June 10, 2018 @05:31PM (#17280258)
iTunes
Re:On paying for software by soulchild37 on Sunday June 10, 2018 @10:49AM (#17278353)
Love this!
Re:On paying for software by gitgud on Sunday June 10, 2018 @09:42AM (#17278064)
Amazing how you have to justify getting money for work. Reminds me of the Nomad List article.

"Why isn't Nomad List free?"

https://nomadlist.com/help

Re:On paying for software by merb on Sunday June 10, 2018 @09:04AM (#17277921)
I can understand how you feel and I also think your blog post is correct in many ways. However I think software should be reasonably priced which is most often not the case.

And also people can't pay everybody 5-10 dollar/euro for everything, we would quickly need to pay thousands of dollars/euros yearly to access/use everything. That's why I think sometimes having another way of "paying", like through ads or maybe some kind of crowdsourced project is a good alternative for some things.

Re:On paying for software by mimimihaha on Sunday June 10, 2018 @12:21PM (#17278801)
And then it comes around full circle when to get advertisers you need to market them properly to specific people who would be most likely to buy their products. Then you start collecting data on users to figure out who would match with what, then the customer becomes the product.
Re:On paying for software by IncRnd on Sunday June 10, 2018 @10:22AM (#17278232)
Maybe you don't need everything.
Re:On paying for software by TimJYoung on Sunday June 10, 2018 @11:00AM (#17278399)
It would be competitively priced if everyone started charging for their software and the market filled back up with participants. The concept of free software has decimated the software industry by entrenching existing players and allowing them to exist unchallenged, so of course it has resulted in higher prices from the remaining companies.
Re:On paying for software by paulcole on Sunday June 10, 2018 @09:48AM (#17278093)
Maybe you just need fewer $5-10 dollar/month things than you think? At that price you could have 100-200 of them before “quickly” needing to pay thousands of dollars yearly.
Re:On paying for software by deepakkarki on Sunday June 10, 2018 @10:08AM (#17278167)
100-200 services would add up to $1000/mo not per year.
Re:On paying for software by paulcole on Sunday June 10, 2018 @10:38AM (#17278307)
duh, I am an idiot. Too early.
Re:On paying for software by michaelmrose on Sunday June 10, 2018 @01:39PM (#17279178)
I have 1278 packages installed on the computer I'm using now it takes 11 items 5-10 bucks a month each to spend 1000 dollars annually.

Thanks open source.

Re:On paying for software by gkya on Monday June 11, 2018 @07:03AM (#17283271)
You release fman on Linux, so you use at least some open source libraries. I wonder which ones are those and what is your policy of transferring a share of your earnings from your project to them.

Also I suggest anybody using this software with a paid subscription to evaluate this bit from the EULA:

> fman is provided as-is. You are using it at your sole risk. We give no warranty of any kind. You agree that we shall not be liable for any damages related to fman.

Source: https://fman.io/eula

Also, stop this FUD already. Anybody can release software however they want, free, libre or not, but this attitude that I quote from your link is plain wrong.

> We all like free stuff. But in a world where everything is free, we are the product.

We're talking about FOSS software here, not about Facebook or Google. If you don't want people "bashing a little guy who's trying to innovate", you can quit spreading misinformation about people whose gratutiuous libraries and kernels you use (yes every platform you release to uses FOSS somewhere).

Re:On paying for software by pjmlp on Sunday June 10, 2018 @08:13AM (#17277754)
Love the link.

It is easier to find people willing to pay for software when focusing on Apple and Microsoft platforms.

How has been your experience regarding consumers per platform?

Re:On paying for software by mherrmann on Sunday June 10, 2018 @09:04AM (#17277920)
Thanks! :-) Apple users are more willing to pay in my experience.
Re:On paying for software by leesalminen on Sunday June 10, 2018 @11:46AM (#17278630)
I love that post. Also, just bought a license (and subscription for updates). Product looks awesome. Installing right now and am going to use it today!
Re:On paying for software by mherrmann on Sunday June 10, 2018 @12:10PM (#17278752)
Wow. Thanks!!
Re:On paying for software by hammerha on Sunday June 10, 2018 @10:35AM (#17278298)
I've just tried fman and I love it.

I've never heard about this tool before. I'm pretty sure that you would be able to sell more if you market it a bit more. Thanks for the software!

Re:On paying for software by mherrmann on Sunday June 10, 2018 @10:39AM (#17278310)
That's great to hear. Thanks!
Re:On paying for software by zerr on Sunday June 10, 2018 @03:23PM (#17279745)
As for the security (against illegal copying), I'm thinking having a basic stuff - so it won't be very easy to crack, but also it shouldn't be very hard, so people in 3rd world countries are able to use it - these aren't the loss sales anyway, and also help in popularization. What might be a reasonable price in the west, might be worth of monthly salary for some living in poor countries - I wouldn't want to charge anything to such people.
Re:On paying for software by slig on Sunday June 10, 2018 @03:37PM (#17279816)
Maybe you can create a page on your software website "$softwarename key generator" or something like that. And on that page you can give away a free key for those that are going to pirate it anyway. Bonus points for having detailed statistics about the wannabe pirates.
Re:On paying for software by zerr on Sunday June 10, 2018 @03:39PM (#17279826)
Not sure, that might be too easy - maybe some potential buyer will use it as well?
Re:On paying for software by slig on Tuesday June 12, 2018 @09:57AM (#17293260)
That's indeed a possibility. But if the potential buyer is searching for cracks, I'd say the chances of him buying are very low. Maybe offer a heavy discount, or a non-commercial license.
Re:On paying for software by andyidsinga on Sunday June 10, 2018 @02:16PM (#17279386)
(sorry - I little off topic) Just curious, how did you come to your current pricing? (I saw your blog post about sublime)
Re:On paying for software by mherrmann on Monday June 11, 2018 @01:41AM (#17282089)
I'm not sure if you mean the prices themselves ($18/12) or the scheme "perpetual license + optionally updates for $x/year". Feel free to hit me up on twitter @m_herrmann.
Re:On paying for software by andyidsinga on Monday June 11, 2018 @01:35PM (#17286506)
I was thinking mostly about the $18 license. More generally though, your process on pricing in general would be cool to learn about. For instance - sources of inspiration from "the literature" (ex. Strategy and tactics of pricing), past experience, user price sensitivity testing etc.

thanks - appreciate your response and its cool to see you building and selling your software!

Re:On paying for software by mherrmann on Monday June 11, 2018 @05:21PM (#17288695)
I see. I arrived at the $18 through trial and error. It's very new though. It used to be $14, which was way too low. Following common startup advice, I raised to $28. Sales halved so there was no advantage. So now I'm trying $18.
Re:On paying for software by andyidsinga on Monday June 11, 2018 @09:39PM (#17290106)
Right on -- thanks!
Re:On paying for software by tonyedgecombe on Sunday June 10, 2018 @08:11AM (#17277745)
Interesting that you got downvotes for a statement like this on a forum supposedly rooted in the business of software.
Re:On paying for software by pjmlp on Sunday June 10, 2018 @08:14AM (#17277760)
Because most want to get paid, not to pay for the tools they use.
Re:On paying for software by tonyedgecombe on Sunday June 10, 2018 @08:15AM (#17277764)
Exactly, there is some cognitive dissonance going on.
Re:On paying for software by jacobush on Sunday June 10, 2018 @08:28AM (#17277796)
It's because obviously the shit I need to get my shit done should be open source or free by now, sheesh it's 2018 not in the dark ages however of course the serious business need I am fulfilling is novel and very deserving of a good chunk of cash.
Re:On paying for software by teddyh on Sunday June 10, 2018 @11:08AM (#17278438)
To put it more concisely: Everybody wants to commoditize their complements.
Re:On paying for software by gkya on Monday June 11, 2018 @07:08AM (#17283293)
The content of the link is FUD. He portrays FOSS as if it was like the exploitation schemes the ad supported free stuff, saying: "But in a world where everything is free, we are the product."

I did downvote him, although I'd not disagree with him (or anyone else) preferring to produce closed-source software. He could've justified himself w/o telling lies about the other side.

Re:On paying for software by dick_sucker2 on Sunday June 10, 2018 @01:45PM (#17279197)
Nice idea! It reminds me of Sublime.
Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @09:36AM (#17278043)
Paying for software may be moral, but it certainly isn't natural. As the game's developer, you're the scare resource. Making copies of the finished game itself costs approximately $0. Copyright makes your game artificially scarce so that you can charge for it. It's a phony concept that exists to support an unnatural business model. The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it.
Re:On paying for software by kaibee on Sunday June 10, 2018 @09:49AM (#17278098)
> but it certainly isn't natural.

So what? Nothing about software development is 'natural'. I don't even know what definition of 'natural' you're using here.

> It's a phony concept that exists to support an unnatural business model.

It's a social construct that we've adopted in society because it allows for things we like.

> The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it.

This is a valid business model for some games, but there are many games that would not exist without such a model. I'd prefer that those games exist instead of insisting that reality should be the way that fits nicely with my arbitrary mental models.

Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @10:13AM (#17278191)
>I don't even know what definition of 'natural' you're using here.

Copying data is a fundamental operation that all computers are able to perform and it costs nothing. Therefore, data is naturally easy to copy.

Software doesn't need to be manufactured like physical goods do: the software construction step is fully automated by compilers and build systems. The cost of all this is approximately $0. Networks aren't free because of bandwidth costs, but they still make it really easy and cheap to copy data to a lot of computers.

Since games are software and software is data, it is rather easy to distribute them to an unbounded number of machines. Even if you come up with some complicated copy protection scheme, people only need to crack it once and produce a DRM-free version of the game that will work everywhere and won't do stupid things such as require an internet connection. Even cryptographically secure platforms such as the PS4 eventually got cracked and the first thing people did is enable the execution of unsigned software.

>insisting that reality should be the way that fits nicely with my arbitrary mental models

That's exactly what copyright does.

Re:On paying for software by rootlocus on Sunday June 10, 2018 @11:56AM (#17278682)
> Software doesn't need to be manufactured like physical goods do: the software construction step is fully automated by compilers and build systems.

Source code surely is manufactured. I write it with my hands, using years of knowledge and experience, spending a lot of time on it.

Re:On paying for software by vram22 on Sunday June 10, 2018 @01:42PM (#17279189)
>Source code surely is manufactured. I write it with my hands, using years of knowledge and experience, spending a lot of time on it.

Right. We not only write it with our hands, but with our brains too, as well as with the effort we put in over years to gain the skills needed to write the software in the first place. Otherwise any newbie programmer could write any of the software in the world, including complex ones.

This reminds me of that story of a senior retired engineer who was called in to diagnose a problem with some expensive, complex machine that he had worked with or operated a lot earlier (and/or maybe had invented). He walks into the room, bends down near the machine, taps it a bit, then makes an X mark with chalk near the bottom left corner. "There's your problem", he says. They open the machine, check that area, and sure enough, the fault is found and fixed. They ask him what his fee is. "$50,000", he replies. "What?", they ask. "$50,000 for making a chalk mark?". "No", he says. "$1 for making the mark. $49,999 for knowing where to make it."

https://quoteinvestigator.com/2017/03/06/tap/

Re:On paying for software by matheusmoreira on Tuesday June 12, 2018 @03:49PM (#17297307)
Exactly. You're providing a service. The digital goods, once produced, can be replicated infinitely at extremely low costs. Nobody can create copies of you or your expertise.

In order to pay for your software development services and turn a profit, the digital goods you produce are made artificially scarce so as to enable their sale. However, that does not change the nature of those goods. Copying them is still trivial.

Re:On paying for software by Torwald on Sunday June 10, 2018 @10:35AM (#17278294)
> Copying data is a fundamental operation that all computers are able to perform and it costs nothing.

That is not true. Running, maintaining, etc the IT infrastructure is costing money, electricity etc. It doesn't come for free.

Re:On paying for software by ttoinou on Sunday June 10, 2018 @11:37AM (#17278593)
Marginal and transaction costs are very low.

But you are right on the principle : storing, copying and transferring data always costs energy (in physics, temperature, energy and change of entropy are linked together)

Re:On paying for software by Torwald on Sunday June 10, 2018 @12:00PM (#17278700)
OK, maybe you still have a point. What then, would be the threshold for saying: now, at this point, the costs of X are not marginal anymore but substantial enough to be taken into account?
Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @12:15PM (#17278779)
According to Wikipedia, the best selling video game is Tetris: it has sold approximately 170 000 000¹ copies. If copying Tetris takes 1 second, the computer draws 400 W of power and electricity is rated at 30 cents/kWh, it would cost approximately $5667 to create 170 million copies of Tetris.

¹ https://en.wikipedia.org/wiki/List_of_best-selling_video_gam...

Re:On paying for software by ttoinou on Sunday June 10, 2018 @12:54PM (#17278942)
Depends on what you are thinking about ? Such cost always need to be taken into account, but IMHO in general we must always differentiate material things (that are formed from matter and its organization) and information (i.e. concept of entropy, ideas, thoughts, songs, language, jokes etc..) which have temporary physical supports but exists apart from them
Re:On paying for software by Torwald on Sunday June 10, 2018 @05:56PM (#17280388)
Good distinction, I agree. This leads me to this: If, for example a song, is not written down anywhere, but some brains contain it, this means there some people who could reproduce this song by singing it, this song would still exist. Is a brain a temporal physical support unit in our sense?
Re:On paying for software by ttoinou on Sunday June 10, 2018 @06:06PM (#17280434)
Yes of course. As long as we have electricity in our brains we can store and process information. The very precise implementation of this would require to study biology (it's already interesting to see that we run on electricity like computers!).
Re:On paying for software by Torwald on Sunday June 10, 2018 @07:03PM (#17280637)
Ok, cool, now, how is the number eight, for instance. Does it exist only because human brains have it in it? Or do numbers exist in the universe outside our brains? Can we answer this? This would be an important step in IP rights and all that…
Re:On paying for software by ttoinou on Monday June 11, 2018 @05:05AM (#17282845)
It's a whole philosophical question...I would say yes maths and humans abstractions exist independently !
Re:On paying for software by dragonwriter on Sunday June 10, 2018 @12:19PM (#17278793)
“Marginal costs” are the additional cost for each additional unit delivered. They can be high or low, but with modern, non-custom software they tend to be extremely low.
Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @11:35AM (#17278577)
Suppose that a copy takes 1 second to complete and the computer's power supply unit draws 400 W of power during that 1 second. How much does it cost to complete that copy? Hawaii has the most expensive electricity¹ in the United States, averaging at 29.23 cents / kW * h. Let's use 30 cents / kW * h.

If we have 400 W sustained for one second, that equals 0.000111111111 kW * h. (400 Watt * second) * (30 cents / kWh) = 3.33333333 × 10^-5 U.S. dollars. In Hawaii, that one copy would cost $0.0000333333. If one were to make 100 000 copies of that same data, it would cost $3.33333333.

¹ https://www.electricchoice.com/electricity-prices-by-state/

Re:On paying for software by rootlocus on Sunday June 10, 2018 @11:57AM (#17278687)
This is a very large strawman you've constructed.
Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @12:01PM (#17278704)
Please explain what the problem with what I wrote is.
Re:On paying for software by antris on Sunday June 10, 2018 @10:16AM (#17278210)
> So what? Nothing about software development is 'natural'. I don't even know what definition of 'natural' you're using here.

I'm quite sure they're referring to artificial scarcity. Making copies is very easy, making games is very hard. Therefore it makes much more sense to charge for the development of the game rather than the copies. Making abundant resources artificially scarce is either frowned upon or flat-out illegal in pretty much every other industry.

> there are many games that would not exist without such a model

How do you know?

Re:On paying for software by TimJYoung on Sunday June 10, 2018 @10:56AM (#17278382)
Okay, so I'm going to charge for my development time - how exactly am I going to divide that up among the customers, many of which don't exist yet, without over-charging anyone and how are you going to make sure I don't do so in a way that doesn't "illegally institute artificial scarcity" ?

The issue here is that there seems to be a fundamental misunderstanding of how markets work. Toro could choose to cut production of their lawnmowers by half and double the price, and this would cause "artificial scarcity". However, it would also be perfectly legal and downright stupid of Toro because the competitive lawnmower market would punish them dearly for it.

Re:On paying for software by antris on Sunday June 10, 2018 @11:03AM (#17278414)
> Okay, so I'm going to charge for my development time - how exactly am I going to divide that up among the customers, many of which don't exist yet, without over-charging anyone and how are you going to make sure I don't do so in a way that doesn't "illegally institute artificial scarcity" ?

It's not my job to invent business models for other people, but all Kickstarter-type funded software is a good example of one possible way. Another is maintaining and updating a gaming server and charging for access to it, like World of Warcraft does.

> The issue here is that there seems to be a fundamental misunderstanding of how markets work. Toro could choose to cut production of their lawnmowers by half and double the price, and this would cause "artificial scarcity". However, it would also be perfectly legal and downright stupid of Toro because the competitive lawnmower market would punish them dearly for it.

If you had a device to copy lawnmowers, but the lawnmower industry fought back to make copying lawnmowers illegal, then you'd have a working comparison.

Re:On paying for software by TimJYoung on Sunday June 10, 2018 @11:28AM (#17278536)
The software industry had/has a lucrative, self-sustaining business model that was very much the same as every other business on the planet. I'm a part of that industry, so I do have a business model. IOW, I'm not the one trying to tell someone that they shouldn't charge for their efforts/products, so it seems to me that the onus on coming up with a workable model is on those that have been trying to institute the "everything is free" model for some time, not me.

As for your other comment: I believe there's a saying that covers this:

https://en.wiktionary.org/wiki/if_my_aunt_had_balls,_she%27d...

Re:On paying for software by renox on Sunday June 10, 2018 @09:57AM (#17278125)
> Nothing about software development is 'natural'

Why do you say so?

> I don't even know what definition of 'natural' you're using here

I think that he's talking about the ease of copying software: it's quite hard to make people pay for something so easy to duplicate..

Re:On paying for software by malloryerik on Sunday June 10, 2018 @11:18AM (#17278494)
"You cannot go against nature Because when you do Go against Nature It's part of nature too." -- Love and Rockets, "No New Tale to Tell"

In the scientific sense, everything is natural. Truly "unnatural" things are like supernatural things -- stuff that exists only in fairy tales or horror stories or some metaphysical religions.

Saying that something is unnatural is typically a value judgement meaning that it is unhelpful, damaging, or against a goal considered inherent in some area of life, and so on.

Otherwise, a more valid if unfortunate use of the word "unnatural" is as the common short-hand for "human-made" or "artificial", similar to the way that "animal" is used as a short-hand for "animal that isn't human". Of course propulsion labs, parliaments, and property laws are absolutely as natural as mushrooms, mollusks, and manatees, but in addition to being natural the former are also human-made. In this truest and widest sense, everything that is artificial is also natural.

Other uses of the words "natural", "unnatural", and "nature" should be informed by this broadest and truest one, especially when making judgements about laws or norms or behavior. This might sound pedantic, didactic or even obvious at first, but with some consideration it may reveal itself as a surprisingly useful and clarifying point to keep in mind.

Rather than proclaiming copyright laws unnatural -- a value judgment masquerading as an objective fact (perhaps unintentionally) -- it would be more fruitful to ask questions such as, "How does copyright differ from other property laws?", "How are property rights justified?", "What are the differences and similarities between physical things and ideas?", and so on.

Yes, it's nearly free to copy digital works, which therefore lack the same level of scarcity that we experience in the rest of our lives.

Yet the creators and consumers of intellectual and digital works have little choice but to create and consume those works in the broader context of the world of physical scarcity in which society is embedded. It's sad, but you can't stop burning calories and taking up space just because you are consuming digital media.

Re:On paying for software by afarrell on Sunday June 10, 2018 @10:03AM (#17278151)
> > Nothing about software development is 'natural'

> Why do you say so?

Because building even the simplest computers requires large-scale industrial processes. All of this is based on a social/economic system that required the intelligent design of many many people and organizations.

Re:On paying for software by cableshaft on Sunday June 10, 2018 @09:59AM (#17278129)
> The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it.

They have to find your game and know they want it first, and it might not be too obvious to other people why they might want your game until it is already far enough along that it might as well be released. And by then it might be too late, unless you've made a game that can be endlessly added to.

First impressions count for quite a bit, so if you make your game available before it's really ready, when there's only a small amount of content, etc, then people (who might have loved your completed game) might give it a try, decide 'This game is broken and there's no content' and then never bother giving it a second chance.

Not to mention that indie game developers (especially those that get funding ahead of time, like on Kickstarter) tend to overpromise and and underestimate how much time and money those promises will take. See: Mighty No. 9, No Man's Sky, Star Citizen. Even the mega-hit Shovel Knight burned through all the money it crowdfunded and the developers had to work for zero salary for four months before the game was released.

Finally, the moment you make your game available for others to play, you're instantly on the hook for technical support, which could take a large amount of time, especially if you're one of only a handful of developers, precious time that could be spent developing the game instead.

So long story short, if developers want to get paid as they are developing a game, they will have to spend an inconsequential amount of time marketing and supporting an unfinished, broken buggy game, which could easily take 60% or more of their time (a percentage I often see people claim is needed for the non-software side of their software business).

It's a business model that works in some instances, but it doesn't work for everyone.

Re:On paying for software by TimJYoung on Sunday June 10, 2018 @10:42AM (#17278324)
No other business endeavor on the planet operates on "production time" when pricing products. Products are priced according to their value. Given a reasonably competitive market, that value will be accurate and fair for customers, and the customers will be able to find a similar product that does most or all of what they want at the price point that they can afford.
Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @10:57AM (#17278386)
Products are scarce. Data isn't.

What if everyone had a Star Trek replicator? Would they still pay for products according to their value? That's what a computer acts like.

Re:On paying for software by rootlocus on Sunday June 10, 2018 @11:35AM (#17278581)
You would probably pay for: the replicator, the recipe,the ingredients and the energy used by the replicator. However, Star Trek has a different economy from ours.
Re:On paying for software by mathgeek on Sunday June 10, 2018 @11:52AM (#17278661)
Star Trek has no economy except for its fictional one. Their economy of fabricators is itself a fabrication. At best, it represents an ideal.
Re:On paying for software by rootlocus on Sunday June 10, 2018 @12:02PM (#17278711)
Which is why the original argument is pointless.
Re:On paying for software by TimJYoung on Sunday June 10, 2018 @11:07AM (#17278427)
Yes, and software products are the sum total of all of the effort put into developing, advertising, maintaining, and supporting them. The fact that they are distributed as data is an inconsequential fact that obscures what they actually represent, and that is very much a human achievement no different from painting a picture or building a couch. There are tooling costs and all sorts of ongoing fixed costs, just like any other business.

As for Star Trek: when that day comes, we'll deal with it then.

Re:On paying for software by zrobotics on Sunday June 10, 2018 @01:40PM (#17279180)
>>The real business model should be players paying you directly to develop and update the game they want to play for as long as they want to play it.

This may be an acceptable model for games-as-a-service, but how is anyone supposed to make money on single player puzzle or story-driven games? I enjoyed westworld, but I have no desire to replay it. By this same logic, it's also 'unnatural' (whatever you think you mean by that) to pay an author for a book. Some software products don't necessarily fit with your proposed update cycle, there are a significant number of games that get developed, released, and that is it aside from bug fixes.

Re:On paying for software by Pxtl on Sunday June 10, 2018 @09:57AM (#17278123)
> but it certainly isn't natural

Neither are money or laws, in that sense.

Re:On paying for software by candiodari on Sunday June 10, 2018 @01:07PM (#17278996)
Remembering a chat with my landlord just a few days ago, I can only say ...

Indeed. Neither are money or laws. Or promises, for that matter.

Re:On paying for software by todd8 on Sunday June 10, 2018 @11:19AM (#17278495)
Are you saying that the "phony concept" of copyrights shouldn't exist? Authors and artists (and software developers) would have little incentive to produce in such an environment.
Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @11:51AM (#17278657)
Yes.

Lack of incentives didn't stop the artists of the past. Many were able to secure patronage.

Re:On paying for software by kabdib on Sunday June 10, 2018 @01:04PM (#17278979)
You need to consider survivor bias. We don't have data for the number of "artists of the past" who were stopped because they couldn't find patrons. How many Da Vincis and Mozarts had to work in fields or row galleys rather than work as artists?

It is really, really difficult to build a career around patronage. A few people can do it. Most cannot.

The fundamental flaw of the "software should be free because duplication costs are zero" argument is that it ignores the total economic picture of software development. It's like saying "gasoline should be free because it costs next to nothing to run the pump motor at the gas station". Without someone's significant investment of time and money, that software (or that gasoline) is not going to exist. For software, the means of production is not a simple file copy, no matter how easy it is to invoke that COPY command.

We've been paying craftsmen for their work for many thousands of years. Software isn't any different if you take an honest view of the whole process.

Re:On paying for software by matheusmoreira on Sunday June 10, 2018 @02:45PM (#17279552)
You make some good points. Concerning whether works should or should not be free, I'm not sure. I think people should get paid somehow. How to solve that problem is not clear to me.

What I've been observing, though, is people acting as if the software is free because copying is practically free. This happens all the time and nobody even thinks about it. Friends share programs, music, movies, pictures, documents and all kinds of data among themselves and they may not even realize the fact they're infringing copyright. I see my colleagues sending each other copyrighted scientific articles via messaging applications every week. Nobody really thinks about some journal's copyright, it's just "those people need this file and I have it, so I'll send it to them". Companies have been trying in vain to police this behavior for years. I don't think they're ever going to succeed. I think that's a sign this system is incompatible with current technology. What good is a law if you can't enforce it?

>It's like saying "gasoline should be free because it costs next to nothing to run the pump motor at the gas station".

I don't think this is the same thing. A more apt comparison to software would be "gasoline should be free because the pump is magical and can somehow duplicate existing gasoline, creating new matter in the process, and the cost is so infinitesimal we don't have coins worthless enough to pay for it unless we purchase a whole tanker's worth of fuel". I'm willing to bet that such a magical pump would drastically change how people perceive the value of gasoline. Even though creating that first volume of gasoline required a substantial amount of money, the magical pump can simply duplicate it endlessly.

Re:On paying for software by kabdib on Sunday June 10, 2018 @04:37PM (#17280032)
You're never going to stamp out casual copying. We know that doesn't work. Even in a healthy market there will always be some. Rampant copyright infringement is a sign of an inefficient market; supply is limited (e.g., geo-locked) or the price is too high. But there's always going to be some person who rationalizes liberating a $2 game because "you can't steal bits". We've been over the arguments. I've written copy-protection code, I've gone out for beers with self-professed software pirates. None of this is going away.

In your patched-up analogy, someone has to pay for that first billion dollar gallon of gasoline. Someone did pay for the exploration, drilling, extraction, transportation, refining and marketing of the fuel; they paid for equipment, for people's salaries, for mineral rights, for the overhead of keeping a company running. It's a lot of money; it's an investment, and the investors expect a return. Take away the return and you'll find that none of the exploration, drilling, refining, etc. are going to happen. Have fun starving in the dark.

Software is no different, except that the "transportation" costs are close to zero. None of the other costs are zero, but the cheapness of that COPY command is all people really think about. They don't want to think about the engineers, the animators, voice actors, IT staff, management and rooms full of equipment necessary to create the product. They don't want to know about buying servers, spending money on marketing programs, creating sales pipelines, paying taxes and permits and making sure companies can hire and retain the folks necessary to make more product. I guess it's inconvenient to the rationalization.