Path: utzoo!attcan!uunet!tut.cis.ohio-state.edu!usenet.ins.cwru.edu!mephisto!ncar!ico!ism780c!randvax!ucla-an!stb!richard From: richard@stb.uucp (Richard Conner) Newsgroups: comp.sys.amiga.tech Subject: Re: marketing of programs Keywords: programmers marketing Message-ID: <1990Feb19.233223.11341@stb.uucp> Date: 19 Feb 90 23:32:23 GMT References: <9002160434.AA12227@cie.uoregon.edu> Reply-To: richard@stb.uucp (Richard Conner) Organization: Conceptually Advanced Technologies Lines: 66 In article <9002160434.AA12227@cie.uoregon.edu> dsears@CIE.UOREGON.EDU writes: >The open letter below was on a local BBS, and I pass it on because I think >some net.programmers might find it interesting and useful. > >For several years I had pondered the state of the software industry from >the point of view of a programmer developing a new program, and what I >saw bothered me quite a bit. They had several choices: all bad! We tend to agree. >They can go the traditional route and sell it to a Software house. >Software houses may buy the program outright if they think it's a real >killer. In one typical story a programmer was overjoyed to receive $75K >for their program only to later learn that the company already had a >marketing slot for it, and made over $2M in the first year of sales. "Typical" horror story... the "Software House" basically "buys off" someone they know to have a product that could be sold very succesfully for a "pitiful" amount compared to what the program will earn for the company. >On the other hand they may elect to pay the programmer royalties - >typically 5-15% of the *net*. Guess how small the net is by the time >they get down to figuring royalties?!? I keep hearing this 5-15% royalty number everywhere also. "ooh how generous." >A third choice is trying to market your creation yourself. Given the >need to have a fair amount of expertise in publishing, packaging, >marketing, and other esoteric callings, not to mention the inordinate >amount of time and energy needed to get a new product off the ground, >this is obviously something that is *not* for everyone. Obviously this takes alot of time and energy, not to mention resources and contacts. Well, before you "commit" to some other "Software House" contact as many as you can, and be sure to find out details about what each will give you as far as one-time payoff, or royalties. Then... talk to us. We don't believe 5-15% royalties are quite fair to someone who may have worked quite awhile on something. Especially considering the fact that "games" are almost guaranteed to sell more in the Amiga market than "utilities." We are interested in helping provide the non-game market with as much quality and usefull product as possible. This is what will help sell the Amiga into the larger businesses. We have contacts with the two largest Amiga distributors in America, and smaller distributors as well. We also have on hand a full-time Artist as well as printing, and packaging contacts. We also have the advertising contacts. So instead of going shareware, or settling for "generous" 5-15% royalties - talk to us, depending on the quality of your product we may offer royalties upwards from 25% (or higher depending on quality and saleability of your programs) We also have on hand Full-time expert Amiga programmers available to perhaps add that final polish to your program. We felt you'd like to know of "other" alternatives. -Richard Conner Conceptually Advanced Technologies P.O. Box 3302 Santa Monica, CA 90403 213/452-1732 -- [ .signature under construction - turn back before it's too late ]