Shareware Amateurs Vs. Shareware Professionals?
Thanks to an anonymous reader for pointing to a Gamedev.net article called 'Shareware Amateurs Vs. Shareware Professionals'. The article, by shareware game developer Steve Pavlina, starts: "Why is it that some shareware developers seem to be hugely successful in financial terms, growing their sales from scratch to generate tens of thousands of dollars in income, while the vast majority struggle to generate even a handful of sales? The answer can be found by exploring the difference in mindsets between both groups."
This brings me to a larger point. Everyone who scratches an itch on Windows releases the corresponding tool for $25 as shareware. Then they discover that noone buys their product. Just take a look at the archiver section of TUCOWS. A million different GUI's for zip, all shareware. What exactly do the authors expect? They cannot compete with WinZip on features and generally their user interface is even worse. If I had to buy an archiver, I would buy WinZip. A $10 saving over WinZip is not going to make me buy something with no reputation whatsoever.
Most software today except games is shareware anyway. You can get time-limited demos for pretty much anything that does not come from Microsoft. So what does "shareware" offer that regular commercial software does not? All I see is having to go through 20 crappy programs on TUCOWS to find one that may be slightly useful. And then having the author abandon it a month later.
Give me proprietary software or Free Software anytime.
Finally! A year of moderation! Ready for 2019?
When did time-limited demos and crippled products become "shareware?"