i wouldn't have bought a sub, but i did pay for tailwind premium (and, frankly, didn't use it like i'd've hoped). however, it was a bit of a Kickstarter investment for me. i like Adam's persona, and was happy to see continued investment down this path.
as many a business knows, you need to bring new initiatives to the table over, or accept that your one product carries all your risk.
thank you for Tailwind, Adam.
I'm not saying it wasn't a good choice at the time.
The problem with lifetime licensing only appears down the road if a company doesn't find a way to expand their offerings.
If you opened a local gym with reasonably priced lifetime memberships you'd probably have an explosion of new customers. You'd then hit a wall where you've saturated the market, can't sell any more memberships, but you have to keep paying employees and rent.
https://hackersincorporated.com/episodes/lifetime-pricing-is...
I believe he succeeding in convincing Sam and Ryan to adopt lifetime pricing for their UI course at https://buildui.com/pricing. I've purchased Build UI, and it was an excellent product, but unfortunately it appears to be completely dead for at least a full year now.
Neither the unannounced death of Build UI nor this apparently financial catastrophe for Tailwind bode well for the prospects of lifetime pricing! Although the problem might be more related to the entire market segment (frontend programming and design courses) than to the particular pricing model.
Jetbrains has done this for decades now with great success and is the standard sales model for most freemium WordPress plugins. Heck, even Adobe had a similar model until they were convinced they could squeeze out even more profit by charging monthly and trapping customers into subscriptions with high cancellation fees (my words, not theirs).
History says yes, and no. Much easier to retain periodic payment on a few engaged businesses than to continually look for people willing to make a one time payment. Especially in professional software.
The premium model just doesn't work unless you stay very lean. Workers need to be continually paid, even if you make your entire audience happy once.
The key thing they need to recognize is that some percentage of their customers are serious businesses that want them to continue developing/maintaining the software, and that these businesses will be supportive as long as the deal is the same for everyone (you can't ask them to pay out of the goodness of their hearts, as then they feel they will be taken advantage of by people who don't pay).
When we switched to a recurring pricing model, I thought it was going to be a disaster. In fact, I got an angry call from exactly one customer (who then remained a customer despite threatening to leave). I got subtly expressed approval/relief from many more.
The book "How to Sell at Margins Higher than Your Competitors" was helpful to me, and might be helpful here as well. The key is to realize that you want to sell to people who really value your product and will pay for it. You don't want to maximize volume, you want to maximize revenue x margin.
You already have an installed base of people who value your product enough to pay for it once, you just have to create a system that enables them to sustain the technology they value in order to get ongoing support/upgrades/fixes/etc. The people who are going to complain on hacker news about recurring pricing aren't the people you want as customers anyway.
If the majority of your customers don't value it that much, then you are pretty cooked. But you may as well find that out directly. If people really don't want to pay for the software, don't waste time creating it for them.
We made the switch about 20 years ago. Since that time, about 70% of our lifetime revenue has come from recurring payments. Had I not had the courage to make the switch, I would be writing now that the business has been an unsustainable mistake, but that would have been false.
cries in gamedev
Sadly my options are to either sell a few thousand copies on pc and deal with complaints on how my game isn't an 80 hour long timesink, or go into mobile and employ all the dark patterns I hate about marketing.