Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
- Subject: Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
- From: Christoffer Lerno <email@hidden>
- Date: Fri, 16 Apr 2004 17:42:59 +0800
On Apr 16, 2004, at 12:58, Allan Odgaard wrote:
On 16. Apr 2004, at 6:18, Christoffer Lerno wrote:
[...] The above methods are very popular but aren't really
encouraging sales.
And how would you know? There actually was a person who did the
experiment. He wrote a piece of software which when installed would
either act crippled or non-crippled (based on randomness) -- the
registration ratio for the crippled version was significantly higher
than for the non-crippled version (of cause he did not let the users
know about the experiment).
I am not saying that making the free version = registered version would
sell more. What I'm saying is that those methods are encouraging piracy
rather than sales.
It also has a lot to do with the application and the way it is
crippled/time bombed. For example, a game that allows me to play the
first few levels, and then require registration to play further, would
work well with me since you by then should know if you like the game or
not.
On the other hand, if the game has been crippled so that gameplay is
only a small subset of the actual gameplay, like disabling functions
and things, then I still don't know if the game is good or not.
Maybe it's just me, but I avoid apps I can't really try out. That's why
I like the "max x usages" method, which only stops you from using it
once you are sure to have used it enough to know if you should pay for
it or not.
Anyway, my main point is that adding value by providing things that
pirating the software can't give for those who pay, that's probably the
best way to combat piracy.
/C
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