[HN Gopher] Subscription fatigue and related musings
       ___________________________________________________________________
        
       Subscription fatigue and related musings
        
       Author : hjuutilainen
       Score  : 50 points
       Date   : 2023-02-26 21:30 UTC (1 hours ago)
        
 (HTM) web link (morrick.me)
 (TXT) w3m dump (morrick.me)
        
       | deergomoo wrote:
       | My biggest issue with App Store subscriptions is that I'm
       | effectively only renting the software, as opposed to buying into
       | future updates. If I cancel my subscription to a JetBrains IDE or
       | the database client I use, I get to use the most recent version I
       | paid for forever. Those are more like auto-opting into paid
       | upgrades, which I'm totally fine with.
       | 
       | For an iOS app, if I cancel my subscription I'm left with
       | nothing. It really sucks, because a lot of the software I use is
       | not a service in any sense, but the App Store model forces it to
       | be so.
        
         | ghaff wrote:
         | >I get to continue to use the most recent version I paid money
         | for forever
         | 
         | Or until it stops working with an OS upgrade/update.
        
           | hadlock wrote:
           | I'm still using an ancient copy of Navionics on a 1st or 2nd
           | gen iPad (that was gifted to me from my mother in law,
           | because it wouldn't run any of her Instagram stuff) on my
           | boat to get around San Francisco Bay. The depth near the
           | shore changes by a foot or two from year to year but
           | otherwise it's fine for charting a course from the marina to
           | the float-up bar.
        
             | ghaff wrote:
             | Cases vary of course but a lot of apps will break at some
             | point if they've been orphaned and there's an OS upgrade
             | (or, as other comments note, an online service has been
             | sunsetted).
             | 
             | I expect the majority of apps I downloaded on my 1G iPad
             | would not work today on a current iPad if not upgraded but
             | if there's no server component, they'll presumably continue
             | to work on the original platform.
        
       | silvestrov wrote:
       | A significant problem is that the App Store just says "In App
       | Purchases" on the App page.
       | 
       | We don't even get a list of prices and functionality of the IAPs.
       | 
       | In EU it is a requirement that: _" When you buy goods or services
       | in the EU, you have to be clearly informed about the total price,
       | including all taxes and additional charges."_
       | https://europa.eu/youreurope/citizens/consumers/shopping/pri...
       | 
       | I don't think the App store currently respects this law as the
       | advertised price is not the total price for the advertised
       | functionality when InAppPurchases are required to unlock them.
        
         | lazycouchpotato wrote:
         | Pretty sure Apple lists the name and price of IAPs on the App
         | Store.
         | 
         | Google on the other hand only provides a range on the Play
         | Store. "In-app purchases: $0.99 - $74.99 per item" is worthless
         | information.
        
         | jsmith99 wrote:
         | On my iPhone at least, if I scroll down the app store listing
         | to the app details and expand the IAP section it shows a list
         | of all the IAPs the app offers. The names don't always reveal
         | what they unlock, but sometimes it's clear they are just
         | voluntary donations.
        
         | gnicholas wrote:
         | I'm in the US and I can see prices and titles of all IAPs.
        
         | kruuuder wrote:
         | I think the requirement means something else: If a consumer
         | purchases a product, they cannot be charged more than the
         | declared price, e.g. by adding VAT or "handling fees" during
         | checkout. The price must be transparent up-front.
         | 
         | If you download a free app from the App Store that has some
         | obscure in-app purchases or subscription, that's not a problem
         | either, because you didn't purchase anything yet.
        
       | flaburgan wrote:
       | That's a really "proprietary software " point of view. You pay
       | the developers, the price they decided, and you expect bug fixes
       | and new features. As pointed, this model has many limits. I
       | really prefer the free software one, where I am free to try, use,
       | contribute, so then I can estimate myself how worth is a
       | software, and give an appropriate one time or regular donation.
       | This model is so much better.
        
       | the_snooze wrote:
       | Kind of orthogonal to the article, but I feel the iOS App Store's
       | subscription mechanism is how online subscriptions as a whole
       | should work. There's a unified predictable way to start
       | subscriptions, and more importantly, a unified predictable way to
       | stop them. I don't have to jump through hoops to stop a
       | subscription, and the UI is clear on when recurring charges will
       | occur next and for how much. I would love it if banks let me
       | unilaterally cancel subscriptions just as easily on my online
       | banking page.
       | 
       | It almost makes the Apple tax worth it. Almost.
        
         | DanHulton wrote:
         | This is actually kind of ironic, because Apple's refusal to
         | allow for paid upgrades to pay-once software is actually a
         | major driver of developers switching from pay-once to
         | subscriptions. It's way easier to convince customers to buy a
         | subscription to a piece of software than it is to convince them
         | to buy an _entirely new app_ with a new version number on it,
         | then migrate all their data, re-organize their device so the
         | new version is in the same spot, etc.
         | 
         | Don't get me wrong, I really appreciate the Apple subscription
         | interface, too, but I wish it wasn't the only reasonable way
         | for devs to monetize ongoing work.
        
       | gnicholas wrote:
       | I don't like subscriptions and have never bought one on my phone.
       | But faced with the choice of an expensive one time payment and a
       | monthly subscription, I would prefer to be able to try out with a
       | low cost subscription.
       | 
       | None is as good as a free trial period or some free
       | functionality, but I find an increasing number of apps that don't
       | give those options.
        
       | Awelton wrote:
       | There are several pieces of software I would gladly buy if only I
       | could, but I've gotten to the point where when it gets to the
       | subscription fee page I go find something else. Especially in the
       | case of rarely used and nice to have software I am not interested
       | in paying in perpetuity for something I may only use a few times
       | a year.
        
       | brookst wrote:
       | Subscriptions align developer and user interests and produce
       | better products and less wasted money in the long run.
       | 
       | One-time up front purchases only reward developers for expanding
       | the target market of their product; whether the product improves
       | over time has no bearing on revenue.
       | 
       | From a developer's perspective, the one-time price should be the
       | CLV of what they'd get with a subscription. For users, that means
       | much higher risk.
       | 
       | I would much rather have 20 apps that I pay $10/mo/ea for than to
       | buy one new $600 app a quarter and hope the developers I bought
       | from years ago still care about me even though they will never
       | make another dime.
       | 
       | Oh, you want apps to be one-time purchases for $20 with a useful
       | lifetime of 10 years? Then subscriptions aren't the problem, you
       | just want $0.17/mo subscriptions, which are unlikely to be
       | economically viable either.
        
         | comfypotato wrote:
         | I think your last paragraph has a lot of merit. It's that
         | subscription costs are too high. Netflix and company are a
         | completely different animal because there's content involved;
         | I'm talking about non-professional non-content apps. Obviously
         | .17 is too low, but often I feel that 3 or 4 would be more
         | appropriate than the 12-20 standard. Especially when the paid
         | app only offers 20% more utility than the free app. But I'm no
         | business major.
        
         | version_five wrote:
         | SaaS and thus subscriptions makes sense when the software
         | itself is offering a service. The example I always use is
         | office365, or Gsuite. They offer storage, email, and online
         | access to the office suites and email. It's "value add" over
         | just paying a tax for the privilege of running code, and is imo
         | a better proposition than having to pay outright for a static
         | version of the tools.
         | 
         | The same is true for like Salesforce or other big name SaaS.
         | 
         | What rubs me the wrong way is when what are effectively
         | utilities try and market themselves through a subscription.
         | There were a couple image processing tools posted here recently
         | that effectively just did some image transforms, and they
         | wanted a subscription fee. I don't think that's a reasonable
         | model, there is no reason why I'd want to pay a recurring fee
         | for what amounts to a neat script. I think there's currently
         | much of trying to cram utility software that doesn't provide a
         | service into a service model
        
         | lapcat wrote:
         | > Subscriptions align developer and user interests and produce
         | better products and less wasted money in the long run.
         | 
         | This is incorrect, as evidenced by the entire history of
         | software development before the App Store, as well as software
         | now that is sold outside the App Store.
         | 
         | When developers can choose their own business model, outside
         | the constraints out the App Store, they overwhelming do _not_
         | choose subscriptions. Indie devs outside the Mac App Store
         | still largely follow the traditional upfront paid with paid
         | upgrade model.
         | 
         | The subscription model was started mostly by BigCos such as a
         | Adobe and Microsoft, who had a monopolistic market share for
         | their software suites and thus could bleed a captive audience
         | for almost unlimited amounts of money.
         | 
         | The ahistoricalness of the claim "subscriptions were always the
         | only viable business model" really bothers me. It feels like a
         | kind of Stockholm Syndrome. Cupertino Complex?
         | 
         | Let's call it what it is: software rental. Long-term rental is
         | almost never a good deal for consumers over ownership.
        
         | Silverback_VII wrote:
         | Nice reasoning but the truth is probably simply that
         | subscriptions generate way more money. Also because not a few
         | ppl forget to cancel their subscriptions.
        
         | NikolaNovak wrote:
         | >> I would much rather have 20 apps that I pay $10/mo/ea for
         | than to buy one new $600
         | 
         | Right, and that's a fair preference, as long as we understand
         | that some people have different preferences. I'm in completely
         | opposite camp - I'm paying ridiculous amount of money a month
         | for apps that I use once or twice a year. I am also paying
         | money for apps I use all the time but that I'll lose the moment
         | I stop paying.
         | 
         | I have frequently rejected a $5/month app that I would've
         | happily both for $30, even if I know I only need it once and
         | can cancel after a month (utility type software usually).
        
           | quickthrower2 wrote:
           | It is almost game theory:
           | 
           | The SaaS wants to extract as much value as possible. They
           | don't know YOUR individual use case or threshold, but they
           | need to price in a general way so that based on the model of
           | reality, the most revenue will come in (+ whatever other
           | goals).
           | 
           | You want to get as much value as possible.
           | 
           | If they know that you use it twice a year, they could offer
           | you a special price. But doing that for just you might be not
           | worth the extra code in their licensing and usage tracking
           | system. So there needs to be lots of you.
           | 
           | In addition there could be high paying whale users happy to
           | pay a lot and only use it twice a year.
           | 
           | So they need to know how tight/loose each customer is, in
           | addition to what they want, to come up with appropriate
           | pricing.
           | 
           | It would be like a bazaar where the price for a vase is 1000
           | but locals will haggle it down to 100, expats will get it for
           | 150, tourists that haggle get it down to 250, and naive
           | tourists pay 1000, the full price. And the seller can look at
           | them, their body language, the look in their eyes, and judge
           | the price accordingly.
           | 
           | AI might get us there!
        
             | jsmith99 wrote:
             | I'm sure differential pricing would be more efficient but
             | there aren't any easy ways to do it. Maybe developers can
             | advertise discount codes on sites where cheapskates hang
             | out. Can you imagine the backlash on HN if it turned out
             | apple track how much you use apps and increased the price
             | if they thought you were likely to find the app useful?
        
           | codetrotter wrote:
           | > I have frequently rejected a $5/month app that I would've
           | happily both for $30, even if I know I only need it once and
           | can cancel after a month (utility type software usually).
           | 
           | I agree but I also want to point out that it is possible to
           | cancel the subscription right after you start it, and that
           | way you are only charged once and you get to use it for the
           | month that you paid for, without having to remember to cancel
           | the subscription later. This is very helpful to me at least.
        
       | nirav72 wrote:
       | Few years ago I bought a drive partition manager tool for
       | windows. I only used it a few times over the years. Recently I
       | installed a new primary drive on my gaming machine. Downloaded
       | the latest binary from the vendors site and tried to put in the
       | license key. Nope, wouldn't activate. So i contacted their
       | support and their response was that I had to pay the new yearly
       | subscription to use the latest version. So I asked if they had
       | the installation binaries for the version I had originally
       | purchased which did not require annual subscription. Their
       | response, "they no longer provide install files for the non-
       | subscription version." If i can find the original installer
       | somewhere , they will activate the license as a one time
       | courtesy.
       | 
       | There is absolutely no way I'm going to pay an annual
       | subscription for software that I do not use often or everyday.
        
       | cglong wrote:
       | This article misses the elephant in the room: Apple. For years
       | after the App Store launched, developers asked for an integrated
       | way to provide upgrade pricing to help support major upgrades.
       | Instead, they usually had to resort to creating an entirely new
       | entry in the App Store. How many customers were lost because they
       | didn't know they had to go _back_ to the Store to download a
       | separate app named Thing 2? And how many then felt ripped off
       | that they didn 't get a discount after having previously
       | purchased Thing 1?
       | 
       | After years of being asked for upgrade pricing, Apple instead
       | introduced and then started pushing developers to embrace the
       | exact subscription model we see today. Unlike paid upgrades, a
       | subscription guarantees recurring revenue not only for the
       | developer, but for Apple themselves.
        
         | gnicholas wrote:
         | > _Unlike paid upgrades, a subscription guarantees recurring
         | revenue not only for the developer, but for Apple themselves._
         | 
         | Actually, Apple would get more revenue the other way. They only
         | take 15% on subscription revenue after the first year.
        
           | wafriedemann wrote:
           | The bean counter is not enforcing strategies that make him
           | less money overall, that's certain.
        
           | wlesieutre wrote:
           | Assuming that the cost to users of paid upgrades versus
           | subscriptions are the same, which I don't think is a good
           | assumption.
           | 
           | Paid upgrades I only had to buy when they were worth buying,
           | so often I wouldn't. I was using Photoshop CS5 for quite a
           | long time, well after CS6 came out and then into the
           | subscription era, and I got a great value out of that
           | purchase even as someone who wasn't using it professionally.
           | 
           | Subscriptions can keep on charging me the same price even
           | when development is stopped or focused on features I don't
           | want. Keep paying forever or you lose it.
        
           | syzarian wrote:
           | What Apple earns from fees from $x per month per user in
           | recurring revenue is greater than the fees for $y per user
           | per upgrade for certain values of x and y depending on the
           | number of users in each category. How do you know what you is
           | true?
        
         | wafriedemann wrote:
         | Typical Tim Cook strategy. I mean, who am I to judge Tim Cook.
         | I assume in-app purchases work similarly to in-game purchases,
         | meaning a very small amount of customers contribute the vast
         | amount to revenue. One reason I believe this is that these apps
         | cost ridiculous amounts of money for what they are. Notes app
         | monthlies, Bunch of face filters for a yearly subscription, and
         | so on. In the short term this increases revenue for devs and
         | Apple. However, I do think that this strategy could backlash
         | for Apple if the app ecosystem (a differentiating factor at
         | some point) becomes less and less attractive. All of my paid
         | apps are Mac exclusive. If they change to subscription then I
         | am out. This also means my lock-in to Mac diminishes.
        
       | radicalriddler wrote:
       | I'm building an app at the moment, and I'm thinking to myself,
       | "do people really want another subscription, or would they be
       | happier buying credits or something". It's a really tough
       | question to answer, but I'm so pulled to the subscription because
       | it's been so successful for others.
        
         | reaperducer wrote:
         | Last year I tried to buy a mahjongg game for my iPad. My
         | requirements:                 No subscription       No hoarding
         | my personal data       Updated in the last year or so
         | 
         | I couldn't find a single one. They're all subscriptions,
         | slurping up personal information, or not updated in a very long
         | time so they can continue to fly under the radar and not report
         | what data they're selling about me.
         | 
         | I'd pay $20, maybe $25 for an app the just let me play a simple
         | tile game. But greed rules the app world.
        
           | [deleted]
        
       | ghaff wrote:
       | In-app purchases (free-to-play) are largely a separate issue
       | although they share some of the same ongoing "Is this worth it?"
       | fatigue.
       | 
       | But I'm just super-wary of subscriptions. I mostly don't have the
       | discipline to re-evaluate all my subscriptions every month and
       | then have to agonize over those I get _some_ value from but is it
       | worth $10? And usage goes up and down. So my default is mostly to
       | just say no.
        
         | macjohnmcc wrote:
         | If I find a product useful and a 1-year subscription is
         | available and doesn't feel expensive I will subscribe, then
         | cancel renewal on it. This forces me to reevaluate if it is
         | worth it every year.
        
           | ghaff wrote:
           | That's a nice theory but a lot of subscriptions are decidedly
           | not cheap on an annual basis ($100+) and there's a lot of
           | potential for money leaks you aren't pro-active about. Though
           | I actually agree that subscriptions as a principle often
           | align developer and user interests.
        
       | candiddevmike wrote:
       | I build apps with subscriptions (like https://homechart.app) and
       | this is why I offer a lifetime subscription/one time payment. To
       | me, the monthly/yearly option gives users more of an "extended
       | trial" option, and they'll hopefully see that it makes sense to
       | just go lifetime.
       | 
       | One problem I have (perhaps self inflicted) is that I do not
       | offer my lifetime subscription on app stores. 30% is a huge cut
       | of what is effectively my TCV, and I'd rather they use my web
       | payment processor vs raising the lifetime subscription to cover
       | the increase hit. I think this creates friction to conversions,
       | but I don't know for sure.
       | 
       | I do think subscription-based creates better quality software as
       | you are (in theory) having to prove your software is still
       | valuable everytime a customer renews. But too often this just
       | results in redesign churn without any net new features/benefits.
        
         | leipert wrote:
         | Your "Learn more about self-hosted" link on the home page is
         | broken. Looks cool. Might try it.
        
         | wongarsu wrote:
         | > I do think subscription-based creates better quality software
         | 
         | Maybe compared to pay-once. But the pay-for-every-major-version
         | model that used to be common also provides an incentive to
         | improve, while avoiding redesign churn: the amount of sales you
         | get is directly correlated to how much better your new version
         | is. Meanwhile with subscriptions you mainly have to update the
         | design to attract new customers, your old customers are stuck
         | paying unless you become worse than your competitors.
        
           | jsmith99 wrote:
           | The app store is full of programs that haven't been updated
           | in several years but still attract subscriptions until they
           | get too buggy. Eg most popular ebook readers (eg kybook 3
           | still costs PS15/year).
        
         | thenipper wrote:
         | Looking at this your pricing strategy is totally reasonable.
         | Like I'll try something like that out and if it's worth it pay
         | just the lifetime cost.
         | 
         | Question: I couldn't find this with a quick skim of the site on
         | my phone. Do you have an API?
        
       | caseyross wrote:
       | The big underlying factor is that so many software prices are
       | artificially low because they're subsidized by collecting and
       | making money off of users' personal data.
       | 
       | Unlike with physical goods, users don't know any "objective" ways
       | to judge the fairness of software pricing. So they see
       | (monetarily) free software everywhere and think that good
       | software is cheap to make.
       | 
       | You can view the subscription/purchase debate as a second-order
       | effect of people just not wanting to pay much for software,
       | because they think that's what it's worth.
        
       | wrycoder wrote:
       | And then there's the multiple Substack subscriptions.
        
       | mrtksn wrote:
       | Some apps that I purchased before in full, later turned into
       | subscription based apps(giving me a year of free subscription).
       | This made me feel bad and I lost my warm and fizzy feelings
       | towards these apps.
       | 
       | That said, I understand why they are doing it. It doesn't make
       | sense whatsoever to receive one time payment and provide updates
       | forever. Also, despite that people claim that they want "one time
       | payment apps" that doesn't seem to be the case at all. Very small
       | number of people actually pay in full for the apps.
       | 
       | What's worse than subscriptions is ad-ridden apps. I love hyper
       | casual games for example but I can get no joy from these anymore
       | because they are overflown with ads, the experience turns into
       | torture. I don't want the ad based model to be the answer too.
       | 
       | Maybe there could be other models like trial purchase where you
       | get an old school trial version and pay to continue using it. I
       | think actually there's nothing stopping you to implement this but
       | it doesn't solve the problem of need for continued payments for
       | continued support. Maybe the AppStores can implement something
       | like version limiting and you can ask for a payment for upgrading
       | to the new version.
       | 
       | In the grand scheme of things, the subscription model is the best
       | option at this time. People say that subscriptions are devils act
       | but that's also how viable businesses are created.
        
         | xoa wrote:
         | > _It doesn 't make sense whatsoever to receive one time
         | payment and provide updates forever._
         | 
         | Duh? This is written in English but I genuinely have trouble
         | making sense of your words. We had this for _decades_ without
         | subscriptions, they 're called UPGRADES! You buy 1.x, or 2.x or
         | whatever, and then when 3.x comes out new customers pay full
         | price but existing ones get it at a much reduced price. But
         | they can do so on their schedule, or if they don't then they
         | don't _lose_ anything they already have, they merely don 't
         | gain the new features. Which in turn is one of the few truly
         | hard direct bits of incentivizing feedback, developers don't
         | get money "by default", but must earn it each time.
         | 
         | I struggle to understand how suddenly it's like the entire idea
         | of upgrades seems to have vanished. Why would a one time
         | payment mean updates forever for free? But why would it mean
         | subscriptions either?
         | 
         | Edit: Maybe if there is anyone truly to blame as the root of
         | this evil it's Apple for being massively hostile to updates in
         | the App Store for reasons that I will never understand either.
         | That really sucks and probably forced subscriptions on the
         | general population more than any other single actor. For that
         | reason alone I really hope to see alternative stores forced on
         | them by law.
        
           | MichaelNolan wrote:
           | > UPGRADES! You buy 1.x, or 2.x or whatever, and then when
           | 3.x comes out new customers pay full price
           | 
           | Upgrades like that kind of suck for everyone though. The
           | users, the developers, the businesses.
           | 
           | Users expect software to get bug and security fixes. By
           | having 1.x, 2.x and 3.x versions, developers have to maintain
           | 3 different versions.
           | 
           | It also forces developers to add new features even if no one
           | wants them. Plenty of good apps are essentially feature
           | complete, but in an upgrade centric world there has to be
           | constant new features. This often makes apps worse.
           | 
           | Subscriptions are a good way to balance the needs of users,
           | developers and businesses.
        
           | mrtksn wrote:
           | It's not my English or that I haven't heard of upgrades, App
           | Stores don't offer a mechanism to sell upgrades. That's why
           | Im proposing it as a solution.
        
             | brookst wrote:
             | Yes, and that's because developers won't be able to support
             | multiple versions, and they don't want people stuck on old
             | versions that don't support new phones and library security
             | updates.
             | 
             | In "solving" the subscription problem, upgrades create more
             | cost, bugs, and exposure for everyone.
        
               | mrtksn wrote:
               | It's actually more than that. Many apps have a server
               | component and this requires ongoing revenue and support
               | for multiple versions of the app even if the new OS of
               | the device doesn't break that app.
        
           | [deleted]
        
           | comfypotato wrote:
           | With phone upgrades, for example, and an iOS app.
           | 
           | The cost of maintaining different versions of apps for
           | different tiers of payees seems prohibitive. Especially when
           | libraries change constantly.
           | 
           | Maybe I'm wrong and your system would work fine. It doesn't
           | seem right to me though.
           | 
           | Personally, I think subscriptions are the way forward, just
           | lower cost subscriptions. Why is 15 a month such a standard?
           | Most of the 15/month apps I shell out for feel more like
           | 3/month or 4/month apps.
        
           | louison11 wrote:
           | Updates have disappeared because most software today is no
           | longer full offline (as was the case of those CD-ROMs you'd
           | use to install softwares back in the days), but a hybrid of
           | offline and online, with a local client making calls to an
           | API. A software company can't ship a hybrid product and stop
           | running the API, the API has to be kept up, which is often no
           | small feat, and costs money. On top of that, if they had to
           | deploy different endpoints for different versions of the
           | client, the backend management would become absolutely
           | chaotic and cost the company even more.
           | 
           | Tldr: online softwares cost money to run, even after they're
           | sold. They're not standalone softwares.
        
             | rebeccaskinner wrote:
             | I actually look at this from the other direction: the need
             | to somehow justify a monthly subscription fee has
             | encouraged developers to add further user hostile features,
             | including a move toward owning customers data and forcing
             | customers to share data (often with egregious privacy
             | invasive policies) and makes it harder for customers to
             | interoperable with other software.
        
           | [deleted]
        
           | reaperducer wrote:
           | _We had this for decades without subscriptions, they 're
           | called UPGRADES!_
           | 
           | Exactly. I bought Panic's Nova for $99. Love it. It came with
           | one year of updates. My year is over. But I don't need any of
           | the new features with the new versions.
           | 
           | When some features are added that I need or want, I'll pay
           | for the new version. No big deal. It may be a year from now,
           | it may be two years from now. It works for my wallet, and it
           | incentivizes the developers to add solid new features.
           | 
           | The whole idea of being drip-fed features by software
           | developers is crazy. I'm not a junkie on the corner holding
           | out a shaky $5 bill to my software dealer to get this month's
           | "fix."
        
         | bvrlt wrote:
         | > Some apps that I purchased before in full, later turned into
         | subscription based apps(giving me a year of free subscription).
         | This made me feel bad and I lost my warm and fizzy feelings
         | towards these apps.
         | 
         | > That said, I understand why they are doing it. It doesn't
         | make sense whatsoever to receive one time payment and provide
         | updates forever.
         | 
         | This. While justified, so many apps messed up the switch to
         | subscriptions.
         | 
         | We recently switched our app Genius Scan to a subscription
         | model, but tried to do it The Right Way: users who had
         | purchased the pro features automatically got subscribed to our
         | Plus plan for life.
         | 
         | New users will have to subscribe though, as it's the only way
         | to be sustainable.
         | 
         | We also introduced a new plan, Ultra, with more advanced
         | features. This way, we still get a chance for long time users
         | to support us if they upgrade to the Ultra plan.
        
         | swatcoder wrote:
         | It's interesting that in your thoughtful survey of
         | alternatives, you don't consider simply challenging the
         | assumption "and provide updates forever".
         | 
         | Subscriptions do indeed fund perpetual development in a way
         | that one time purchases don't, but the implication that comes
         | along with that is that features are to be added along the way.
         | If you _only_ released maintenance patches, you subscriber
         | satisfaction would dry up really darn fast.
         | 
         | So now we have this model where publishers charge subscriptions
         | so that they can keep their business stable or growing, and
         | subscribers are demanding features be added so that they're
         | getting value for the ever-growing total cost of ownership. And
         | what do you get from that? Feature Bloat.
         | 
         | The subscription model insists that successful products need to
         | continually grow their code base, complexity, and feature set.
         | The idea of stable streamlined applications that do a few jobs
         | really well and otherwise stay out of the way is very hard to
         | sustain in a world of subscriptions.
         | 
         | The alternative -- which was common in the past and remains
         | common among many (not all) game publishers now -- is to
         | temporarily expand your team payroll with talent that produces
         | the product, and then scale it back to warranty the product
         | with necessary maintenance patches while your emphasis turns to
         | growing the _market_ through sales instead of growing the
         | _product_ through features. Later, perhaps, you create another
         | related product or a successor product.
         | 
         | It can and does still work, and it can make for very high
         | quality products that don't become bloated monstrosities. If
         | subscription fatigue is making the news, I'm sure will see a
         | resurgence of this model soon enough.
        
           | mrtksn wrote:
           | I actually considered that, just didn't call its name
           | explicitly.
           | 
           | > Maybe the AppStores can implement something like version
           | limiting and you can ask for a payment for upgrading to the
           | new version.
           | 
           | I'm also not sure how I feel about it. Having people using
           | multiple versions of the app in the wild seems wrong. Also,
           | many apps have a server component which has ongoing costs and
           | as a result user who choose not to pay for an upgrade will
           | still cost you money and maintenance of the server for old
           | versions OR they will lose functionality. I guess it can work
           | for offline apps.
        
           | ghaff wrote:
           | That makes a lot of sense for something like a lot of games.
           | Develop it, provide maintenance/patches for a while, and when
           | it pretty much breaks on an OS upgrade after a few years?
           | <shrug> Most people who cared got their enjoyment out of it.
           | No reason to support ad infinitum.
        
         | deergomoo wrote:
         | > Maybe the AppStores can implement something like version
         | limiting and you can ask for a payment for upgrading to the new
         | version
         | 
         | I can only assume this is a deliberate omission to push people
         | into subscriptions.
        
           | mrtksn wrote:
           | IMHO it's not that. I think they don't want to have users
           | with outdated apps. It makes the experience of the device
           | worse and especially Apple is very protective over the user
           | experience since that's how they sell iPhones.
        
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