It seems similar, to my eye, to a problem with video game development - the total cost of development continues to grow as expectations for many games do, faster than we make production costs cheaper, but consumers are very sensitive to prices upfront, so we end up with many alternate revenue streams to try and make up the gap, to say nothing of the continuous revenue needs for anything ongoing.
And people lament companies being greedy, which is sometimes the case, but ultimately, if your game costs over 45 million euros to produce, retail price is $50, and you get perhaps 50% of that (to be generous), you need to sell 1.9 million copies to break even, let alone earn anything back. [1] But revenue streams like in-game cosmetic stores may get you a very different profit cut, even if they're only a few dollars each. [2]
The same logic holds for things like recurring subscriptions or ad-supported content - much smaller amounts, but many more sources, adding up to mitigate this problem.
I don't like it any more than anyone else does, but it's not just naked profit seeking, it's often that development and maintenance are expensive, and more people would pay $20/mo for Photoshop when they need it than would pay $500 or more upfront, and I don't see a good alternate model that works in the majority of cases.
[1] - yes I'm eliding the complications of other companies putting up the upfront costs in exchange for all the money until their costs plus are made back.
[2] - Also not touching the economics of gambling in-game and the long tail and whale economies.
And at some point your customers are saturated. How many subscriptions before they can't afford another subscription? After all, if they're subscribed to the max, it's not as if their budget will have room for another one next month, or even next year. It's fully allocated, and will likely remain so.
In the example of games, that additional revenue stream of day 1 DLC means content being arbitrarily cut off from the game before it's even released. That premium subscription with a +30% XP bonus is often a -30% XP loss for normal players in disguise. Those loot boxes and battle passes are holding hostage rewards that would be given out naturally through gameplay in another time. Those energy and gacha systems are preying on whales and gamblers.
In the case of software, at the same time the subscription model got popular, every application has also been reimagined as a "service, not a product". Maybe the death of local desktop apps would have happened anyway. I don't know.
As I said, I'm no more of a fan than anyone else of this, but I don't know what a better alternative here would be. The gap in cost versus upfront price is pretty large, and I doubt many developers could charge $300 or something like that and get a net gain in income.
It's extremely tiresome. And surely the only motive is profit.
It's gotten so bad that now auto manufacturers are charging monthly subscriptions to use features that are built into the car that you have already purchased.[0] It's a disturbing trend that will eventually have to fall short somewhere down the line.
[0] https://www.motor1.com/news/597376/bmw-heated-seats-subscrip...