Myth of sahreware
I'm a small Macintosh developer. I started
my own business a little over a year go to write insanely great software
instead of commuting 30 minutes each way to work for a bureaucracy that
couldn't see what is needed as well as I do.
As a user, I love shareware. It's great to be able to download a
solution right away, to try it before you buy it, and to get great
software at a low price. We all know the rules. If you use a piece of
shareware for more than a few weeks, you're supposed to pay the
registration fee. It's only fair.
As a professional software developer, shareware doesn't work. The
problem is, many users don't pay for shareware. They forget, they
procrastinate, they don't feel they use it enough, it's inconvenient so
they put it off. Despite our good intentions, the return rate for most
shareware authors is pretty poor. If you can get the milk for free, why
buy the cow? Simple human nature.
To improve my chances of being able to support my professional software
development business, I develop "Trialware". Anyone can download a fully
functional version, I offer full support, but if you want to keep using
it beyond the 21 day trial period, you must register. It's essentially
the same as shareware. You can download and use the product instantly.
You can try it before you buy it. The price reflects a direct from the
author distribution model, you don't pay for packaging, marketing, or
retail distribution. The only difference is that if you want to use the
program for more than a few weeks, you must register. Simple. It's part
of the license. It is not a voluntary if-you-remember system.
Most users don't seem to mind. They like the program and I've sold many
hundreds. A small percentage have been surprised when they downloaded
the program and it had already expired because they tried a previous
version. But even then, most have been understanding once I explained it
to them and told them how to reset the demo.
So what's the problem? Publishers don't see trialware like shareware.
MacUser, Macworld, AOL, and many others publish on-line shareware
collections as a service to the Mac community, but they won't accept
trialware. Trialware is considered commercial. If I want them to publish
it, I have to pay.
It's their right. They are not in the publishing business to give away
access to their audience. But it kind of puts the lie to shareware. They
publish and promote shareware widely as a service to their readers. They
say if you use it, you should pay for it. But if as a developer I
actually insist that users who want to keep using my program pay for it,
they'll no longer publish it as shareware. To many people, shareware has
become synonymous with freeware. As soon as you have-to-pay to keep
using it, it's no longer "shareware."
What's wrong with that? You expect to be paid for your software, why
shouldn't magazine publishers treat you as a commercial developer? That
would be fine, but I'm a small developer. I don't have an advertising
budget, marketing staff, or glossy press kits to promote my $10 or $20
product you can download directly from the Internet. The commercial
people think I'm a shareware developer. In fact, the Association of
Shareware Professionals (ASP) defines shareware as software you can try
on your own computer without any cost or obligation. Payment may still
be required if you wish to continue using the software beyond the trial
period.
So am I a shareware author or not? The magazine shareware publishers
say no. The ASP says yes.
One of the strengths of the Macintosh community is the way it supports
small innovative developers. Yet our definition of shareware versus
commercial software does not leave much room for the small guys. If we
want to encourage small developers using the Internet to offer low cost,
high quality software, we need to recognize another software category
between shareware and commercially published.
I think we could call this category "Trialware", and define it as
follows:
Full commercial quality software that lets you try it before you buy it.
Software that's distributed on-line and sold directly by the author with
no retail overhead.
Software that's supported by the developers themselves, and empowers you
to communicate directly with the developer for any questions or feature
requests you might have.
It's hard to publish commercial retail software today for much less than
$40 a box. By the time everyone gets their cut, there isn't much left
for the developer. If there is ever to be a viable market for flexible
component software, there has to be a way for developers to get paid
without charging $40 a box. The Internet makes this possible. Now it's
up to the rest of us to recognize and support this model.
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