And how about the "professional license"? On Sat 11 Jul 2015 at 11:04 Attila Csipa <q...@csipa.in.rs> wrote:
> Disclaimer: I don't work or speak for the Qt company. I work(ed) for > companies using the commercial license. > > The problem, as I understood it, was that this majority of Qt developers > you mention never materialized or went for the indie license. The sales > suggestion we got indicated that people either used the (L)GPL license > (legally or not), or went for the "big" commercial one. In retrospect, I > feel an indie license was something that everybody treated as "I'll buy > one if my app succeeds" but never did. > > Of course, one could argue that it's no extra cost, so it should be > kept, for PR purposes if nothing else to dampen the price shock of the > commercial version for prospective developers who now use free tools. > But there are implications other than the cost of logistics. Doing > mobile is technically tough, especially the way Qt is doing it, with the > amount of back-ends (and new OS releases) you need to keep synchronized. > Having a Qt license helps with your feature/bug requests. What this > means that this leads to a bit of conflict of interest - serving the > mainstream mobile developer market is very resource intensive, but > doesn't generate revenue. Focusing on big customers OTOH allows to have > good solutions for their use cases and preserves them as paying > customers. Would then Indie licensees become second-class citizens? > > Mobile never was a core area for Qt in the post-Nokia period, and while > there are good intentions, I'm sure there is a line after which the > return on investment is really low from a commercial license business > perspective. Simply put, the core philosophies of Qt are not exactly > mobile-friendly, and every effort there is an uphill battle (for which > they are apparently not getting paid enough). > > As far as the commercial success of Qt goes, the sad truth is that if > all these ("potential" customer) developers flocked to competing > solutions, someone could say (as blunt as it might sound) that they are > free to not-pay for those solutions as well. I say this specifically as > these are *commercial* projects we're talking about. These are, by far, > not FOSS apps that want an exception due to the store license terms, but > regular apps that (in some form) want to generate income. For Xamarin, > due to the technical aspects, it's easier to maintain an Indie version > and there is no conflict of interest with a desktop developer crowd. > Unity is not really for the same purpose, and Cordova is a very > different game as well. All the other solutions are a step down for > someone using Qt in a non-trivial way. > > All in all, given the current license numbers hinted, I really feel the > the existence or lack of a cheap/indie license will not play a major > role in the success of Qt on mobile. > > Best regards, > Attila > > On 7/10/2015 10:03 PM, John C. Turnbull wrote: > > Well you can continue to discredit all my ideas but the point is that if > Qt > > drops the Indie license and makes single developers, small or moderate > sized > > businesses pay $350 per month to use Qt, you can pretty much say goodbye > to > > the majority of Qt developers and cry tears of blood as they flock to > > competing products. > > > > Somehow, all Qt developers need to get access to the particular features > and > > platforms they need (which may be one or two or every feature, device and > > platform) at a price that they can sustainably afford or they simply > won't > > use it. > > > > -----Original Message----- > > From: interest-bounces+ozemale=ozemail.com...@qt-project.org > > [mailto:interest-bounces+ozemale=ozemail.com...@qt-project.org] On > Behalf Of > > Thiago Macieira > > Sent: Saturday, July 11, 2015 6:43 AM > > To: interest@qt-project.org > > Subject: Re: [Interest] Indie Mobil Program terminated? > > > > On Saturday 11 July 2015 05:58:19 John C. Turnbull wrote: > >> That's why you don't charge anywhere near $350/month/developer. > >> That's the whole problem I am trying to solve. Most indie, small and > >> moderate businesses simply can't afford that. > > But you're not only not solving it, you're making the problem worse by > > including the commercial licence that big companies would use in the mix. > > The price of $350/month/developer is not accidental. There's a huge cost > in > > supporting the Qt development and support engineers working for an entire > > year in high cost countries like Germany and Norway. > > > >> But if you charge them something much, much less for a commercial > >> license and then Qt recoups its costs from a small slice of royalties, > >> everyone is happy! > > Trust me, it's been tried. Big companies like royalties even less than > large > > price tags. An upfront cost is something you can budget for. A cost that > you > > won't know until you actually ship devices because it depends on a number > > you don't know (the shipment volume) is hard to model. > > > >> The in-house license would be more expensive per month but would > >> mostly be used by larger corporations. > > Except the larger ones that actually sell software or devices. > > > > -- > > Thiago Macieira - thiago.macieira (AT) intel.com > > Software Architect - Intel Open Source Technology Center > > > > _______________________________________________ > > Interest mailing list > > Interest@qt-project.org > > http://lists.qt-project.org/mailman/listinfo/interest > > > > _______________________________________________ > > Interest mailing list > > Interest@qt-project.org > > http://lists.qt-project.org/mailman/listinfo/interest > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest >
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