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Article #1949

Making Piracy work for You

#1949
From: TerrellE
Date: Wed, 21 Jun 1989 19:03
27 lines
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# From: saj@chinet.chi.il.us (Stephen Jacobs)
#
# Your suggestions are interesting, but they neglect the dirty little secret
# of all marketed products: when you sell something, you make just as much
# money from purchasers who don't like it as from those who do.  A lot of
# businesses with thin per-unit margins survive by virtue of customers who
# would readily agree that they got what was advertised, it just didn't turn
# out to make them as happy as they had hoped.  Another subtle flaw is that
# in a small shop, support and updates draw on the same very limited human
# resource.

Interesting point.  Of the software I've purchased for my ST, I would not 
have purchased about 25% of it if I had "test driven" it for a week.

Consider a more extreme case:  how much software is "disposable" - for example,
do users ever run an adventure game after solving it?  What about educational 
software - do you ever run the program after you've been through all the 
lessons?  Would you ever purchase an upgrade (not a sequel) to a game?  What
about an educational program?

Perhaps software rental (ugh) is the appropriate distribution medium for
these kind of applications...  If so, how can this be done right?




Terrell
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From: terrell@druhi.ATT.COM (TerrellE)
Newsgroups: comp.sys.atari.st
Subject: Making Piracy work for You
Message-ID: <4340@druhi.ATT.COM>
Date: 21 Jun 89 19:03:25 GMT
Reply-To: terrell@druhi.ATT.COM (TerrellE)
Organization: AT&T, Denver, CO
Lines: 27