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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]Re: [tlug] kickstarter for open source...
- Date: Thu, 13 Jun 2013 17:19:44 +0900
- From: "Stephen J. Turnbull" <stephen@example.com>
- Subject: Re: [tlug] kickstarter for open source...
- References: <51AED746.4000704@dcook.org> <87txlba9rv.fsf@uwakimon.sk.tsukuba.ac.jp> <20130611065328.GC19181@cynic.net> <51B6F50B.1090304@gol.com> <87zjuw6or4.fsf@uwakimon.sk.tsukuba.ac.jp> <51B8259A.9030805@gol.com> <87k3lz7kon.fsf@uwakimon.sk.tsukuba.ac.jp> <51B8519D.3000407@gol.com> <87ip1j6xrj.fsf@uwakimon.sk.tsukuba.ac.jp> <51B9410B.1070802@gol.com>
Ulrike Schmidt writes: > I would find arguments more convincing, No, you wouldn't. I've presented arguments, but you've chosen to ignore them. Here, have a few more: > Why are proprietary games and graphic novels economically more > attractive for crowdfunders than FLOSS projects? Because the crowdfunders can get the FLOSS for free if they wait a bit, rather than pay now. They can't get the proprietary stuff at all unless they pay, now or later. These factors will only increase in importance as the number of projects of both types increase. > Are these really the same markets? As usual in social science analysis, the answer is yes and no. Yes, in the sense that they are competing for some of the same contributions. No, in the sense that some of the contributions that will go to games would never go to FLOSS and vice versa. As the number of projects increases, the number of conflicts will also increase, and in the end the number of crowdfunders who only ever give to FLOSS or only ever give to games will become insignificant. So the more important answer in the long run is "yes". > In which ways can some crowd funded projects return 1000% > to their investors and others 50%? Project 1 (Stupid game for Android): investment: $50, profit $500. rate of return 1000%. Project 2 (Spam filter for Mailman): investment: $1000, profit $500. rate of return 50%. Since I'm pretty sure you'll complain about my intuition if I don't explain, here's an explanation: creating a stupid game using a game library may take only a few minutes (here I'm estimating an hour), but attract 500 downloads at $1 each. Creating a good spam filter is hard work, requiring many hours (20 is surely an underestimate) of careful attention to detail. But doing it for Mailman is not going to attract a lot of high price downloads because people who have spam problems big enough to spend money on it will concentrate on spam-filtering at the incoming MTA, not in Mailman. Since Mailman is GPL, your product has to be GPL too. So you'll be lucky if you get 500 contributions of $1 each; the people who will want to use this feature are almost all most interested in the price=0 side of "free software." (I spend a lot of time providing support on mailman-users. This comes up a lot, but never backed by a commitment of resources. At best somebody suggests to commit Google's resources, ie, a GSoC slot. :-( ) The fact that *proprietary* stupid game wins big over *FLOSS* spam filter is not entirely an accident, but with a little effort one could come up examples showing reverse. Somebody else can do that, the examples I gave address your question fully. Regards
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