Domain: asharewarelife.com
Stories and comments across the archive that link to asharewarelife.com.
Comments · 6
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Re:Where does all that money go?Well, if it's anything like the bubble days of the dot com era, the idea's not to make a profit on the site, per se, but to make the investment back selling ownership of the site through shares to the public. Or, more realistically, they may be hoping to sell "up" to a bigger fish (like MySpace sold out), who would probably hope to also either sell "up" or sell shares to the public.
Although who knows how much FaceBook makes. I was surprised to learn that WinZip was pulling in ~$23 MILLION/year.
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Re:Is it soup yet?
WinZip was an unbelievably profitable business. Check out it's net profit margin. In 2004, WinZip made a profit of $15.5 million on $24.9 million in revenue. That's a 62.4% net profit margin. In 2003, WinZip made a profit of $16.2 million on revenues of $25.3 million. That's 64.2% profit! By comparison, Jasc had profit margins of only 6.8% in 2002 and 10.3% in 2003.
From the indispensable A Shareware Life blog. -
Re:Write Games
No, there have been plenty of video game patent cases, including some silly patent claims against small developers:
http://www.asharewarelife.com/2004_01_01_archive.h tml -
Spiderweb software, and others...
Spiderweb software is a 10-year old gaming company that only has one coder (President Jeff Vogel).
See http://www.spiderwebsoftware.com/.
Thomas Warfield, author of Pretty Good Solitaire, Pretty Good Majongg, etc., is also a Lone Coder.
See http://www.asharewarelife.com/.
See generally discussion on "micro-isvs" at http://www.microisv.com/. -
Here's some funky RSS (and atom) for youSteve Pavlina talks about personal growth, time management and other useful stuff:
http://www.stevepavlina.com/blog/wp-rss2.phpThomas Warfield about the life of a successful shareware author:
http://www.asharewarelife.com/atom.xml -
The View From 20,000mm
There's a thread about this in the Dexterity indie developer forums. Some of these folks are from the industry, (i.e., having left development of commercial titles to work on independent titles) and are familiar with Hook/Pyrogon. Another developer offers a different perspective on Pyrogon's closing, here.