TidBITS#395/01-Sep-97
=====================

  With the clone licensing imbroglio likely to reach a head this
  week, we include more comments about clone licensing and about why
  TidBITS thinks Apple needs clones. In addition, Adam describes his
  latest book, one that takes a very different approach to the
  Internet than the Internet Starter Kits, and we publish Part 1 of
  shareware author Rick Holzgrafe's personal look at what it takes
  to create successful shareware.

Topics:
    MailBITS/01-Sep-97
    A Case for Clones
    The Official AT&T WorldNet Web Discovery Guide
    Successful Shareware, Part 1

<http://www.tidbits.com/tb-issues/TidBITS-395.html>
<ftp://ftp.tidbits.com/pub/tidbits/issues/1997/TidBITS#395_01-Sep-97.etx>

Copyright 1997 TidBITS Electronic Publishing. All rights reserved.
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MailBITS/01-Sep-97
------------------

**Clones Stood Up by Apple for "Date"** -- Last week Apple
  restricted the terms of its Mac OS Up-to-Date program, offering
  discounted OS 8 upgrade paths only to people who purchase Apple
  Macintosh computers. Previously, anyone who bought a machine that
  wasn't running the latest version of the OS (for instance, many
  models currently ship with Mac OS 7.6 preinstalled) could upgrade
  for as little as $9.95. Now, users who bought machines from clone
  vendors after 01-Aug-97 must contact the manufacturer to find out
  if there is a discounted upgrade plan (although Apple will
  apparently still honor orders postmarked 01-Aug-97 and earlier).
  [JLC]

<http://www.macos.apple.com/macos/releases/fulfillment.html>


A Case for Clones
-----------------
  by Adam C. Engst <ace@tidbits.com>

  Based on rumors, we believe that the clone licensing fracas will
  come to a head this week, possibly by the time you read this
  article. For news junkies and those who believe that clone
  licensing is a key issue, during the next week we will be posting
  updates on our Web site should solid, verifiable information
  become available.

<http://www.tidbits.com/>

  Last week's article about licensing issues between Apple and the
  clone manufacturers brought in more messages than any article in
  recent history. This week I want to share some of the responses to
  last week's article, and then offer a stronger case for why Apple
  must continue to license clones.


**Two Heads Better than One?** Back in TidBITS-372_, I proposed
  Apple should split into different companies, with each free to do
  whatever was best for that company. I suggested a hardware
  company, an operating system company, and an applications and
  utilities company. Although my suggestions haven't come to pass,
  Apple has spun out the Newton division into Newton, Inc. (see
  TidBITS-381_).

  At that time, clone licensing wasn't at the forefront of the Apple
  soap opera. But, as several readers reminded me, the fact that
  Apple is a systems company ensures that issues like clone
  licensing will always be a source of internal conflict. Mel
  Martinez <mem@jhu.edu> commented:

  Your comment, "Cloning both solves and creates problems for
  Apple..." points at the crux of the matter. Apple's current
  business model is fundamentally in conflict with the way the
  modern personal computer industry has evolved. You call Apple a
  "systems company" (as opposed to Microsoft being a software
  company). However, you cannot be a systems company and also try to
  be an open platform company that licenses its platform for sale by
  other systems vendors. Doing so creates inherent conflict within
  the company. Cloning is good for Apple's software division.
  Cloning is bad for Apple's hardware division. Thus Apple's two
  sides are in conflict, and it is always bad business to be in
  conflict with yourself. As one solution, consider separating
  Apple's hardware division from the software division so that their
  interests are independently realizable. Clones have shown that to
  the customer base, the hardware side of the business is
  replaceable. Apple's software is the true coin of the company
  business, current revenue distributions aside.

  In addition, Rob Gvozden <gvozden@hk.super.net> commented:

  As I see it, you have come close to the heart of the issue in your
  contrast of Apple and Microsoft in terms of their respective
  business activities. Publishing computer software and mass
  producing computer hardware are very different activities in terms
  of market structure. Publishing an operating system, thanks to
  some protection from patent laws, is pretty much a monopoly
  business insofar as competitors should only be able to offer
  less-than-perfect substitutes. Building a box with a CPU in it is
  more like "monopolistic competition," where Compaq and Dell are
  identifiably different computers but both can run the same
  software with only minor variances in performance due to the
  different system designs.

  The implication in terms of pricing is clear: the monopolistic
  competitor is forced - by the competition - to reduce prices to a
  level that just covers the average cost of production. The
  monopolist, however, can look forward to juicy margins, because as
  long as he gets a handle on the size of the market for his
  product, he will be able to sell his product above its average
  cost due to the lack of competition.

  When Apple started, it had a monopoly in both hardware and
  software: you couldn't run one without the other. Opening up the
  hardware side to clones means coming to terms with a shift in the
  company's business model, because the hardware business by
  definition will see a contraction in margins due to competition.

  The implication of this is that Apple would do well to split
  itself into separate hardware and software businesses if it wants
  to survive. If Apple stays a single company, the antics of its
  hardware business put the entire operation in jeopardy. As two
  separate companies, the software side could survive unmolested and
  profitable, regardless of who made the hardware it ran on. The
  hardware side would have to learn how to compete under slimmer
  margins or else pass the way of the dodo.

  I hope Apple resolves its identity crisis, because I think that
  this, and not squabbles over how best to grow the market for the
  Mac OS platform, is what will ultimately bring down the unified
  Apple we know today.


**Those Who Do Not Learn...** Speaking of Rhapsody for Intel
  machines, Karen Nakamura <karen@gpsy.com> raised an interesting
  point that hasn't received much attention. She noted that when
  NeXT ported NeXTSTEP to Intel chips, the market for NeXT's
  proprietary Motorola 680x0-based hardware dried up. Although NeXT
  made generally well-received and innovative hardware, the fact
  that it was proprietary and came from a single source ensured most
  people purchased cheap PC clones to run NeXTSTEP. Karen wrote:

  It seems Apple is heading down this road as well - but
  deliberately shooting itself in the foot in the process. If Apple
  is serious about Rhapsody, then now is not the time to shut the
  door on clones and revert to a not-invented-here attitude. Clones
  are coming, but Apple's hardware division should be most worried
  about the Intel clones, not the Mac clones. I'm not optimistic
  about the future of Apple's hardware division, but the only way it
  can survive past Rhapsody is if it has sufficient market share (as
  a percentage of total workstations; not versus Mac clones) to
  ensure that developers will still support it.

  The parallels are striking, but the primary difference is that
  Apple has a much larger installed base of Macs than NeXT ever
  enjoyed, and many of those users won't switch to the industrial-
  strength Rhapsody (in fact, many won't be able to, because
  Rhapsody will minimally require recent PowerPC-based machines).
  But Karen's point stands: will Macintosh hardware be sufficiently
  more attractive than lower PC clone prices to keep Rhapsody users
  on the Mac? And, to bring the discussion back to clone licensing,
  would a thriving clone market help the position of the Macintosh
  in the Rhapsody world?


**The Real Deal** -- I missed a couple of facts surrounding the
  entire situation in my previous article - most notably that terms
  for continued clone licensing had been agreed upon (but not on
  signed contracts) between Apple and the clone manufacturers just
  before Gil Amelio stepped down. Amelio has commented on this in
  several interviews.

<http://www.macaddict.com/exclusive/giltalks.html>
<http://www.mercurycenter.com/opinion/docs/009108.htm>

  So what's the holdup? Most fingers are pointing at Steve Jobs, who
  appears to believe that the clones are significantly hurting
  Apple. That may be true, and it would imply that even the
  renegotiated terms weren't satisfactory to the post-Amelio Apple.
  The question remains: does Jobs want to eliminate clone licensing
  or is this a power play to squeeze yet more dough from the clone
  manufacturers? Is the overall reason that, as Gil Amelio says in
  those interviews, that Apple is afraid of competition? I don't
  know, but it's hard to discount Gil's opinions.

  I said last week and I'll say again here that the license
  agreements must be acceptable to both sides. (Obviously, they were
  a short time ago.) Apple needs Macintosh clones, and either
  eliminating clone licensing altogether or requiring such usurious
  license fees as to make clone pricing non-competitive is self-
  destructive.

  In short, I still believe the situation is complex and in many
  ways incomprehensible because of the limited quantity (and
  quality) of information that's been made public. However, I
  believe even more strongly that Apple must find a way to continue
  to support clone manufacturers. The elimination of clone licensing
  could be tantamount to corporate suicide. Consider these
  negatives, should Apple eliminate clone licensing altogether:

* Elimination of consideration of the Mac OS from large government
  and corporate installations whose purchasing policies require
  multiple suppliers.

* An exodus of development effort from the Mac OS. Even now,
  trying to get venture capital for a Macintosh product is next to
  impossible. If even venture capitalists who are major Macintosh
  fans aren't willing to risk their money on the Mac, can you
  imagine the repercussions if Apple were to do what many believe
  would shrink the Mac market?

* Tremendous damage to Apple's business reputation. What sane
  company would choose to partner with Apple after such an action
  against clone manufacturers?

* Potentially significant damage to Apple's relationship with
  Motorola and IBM, both of which have clone licenses and produce
  the PowerPC chips on which Apple relies. Talk about biting the
  hand that feeds you.

* A significant loss of loyalty from of long-time Macintosh users,
  particularly in business and educational settings (to judge from
  the comments I received from readers last week). Even worse would
  be the opinions of the people who have purchased clones.

* A conceivably disastrous series of breach-of-contract lawsuits
  filed by clone manufacturers. This is the "war" referred to by
  ex-Power president Joel Kocher, who was pushing this option on an
  accelerated schedule.

* A potential increase in Mac prices and slowing of hardware
  development efforts because of the elimination of competition.
  Although I think the low-price genie has been released from the
  bottle, without clones Apple would have even less reason to keep
  hardware prices low.

  On the positive side, all Apple would seem to gain by eliminating
  clone licensing would be those sales that would have been
  cannibalized by clones. That's real money, but I can't imagine
  that it's enough to solve Apple's overall financial problems. I
  suppose a case could be made for Apple wanting to regain complete
  control over Macintosh hardware development, but that sounds
  utterly childish. No matter what, the negatives of eliminating
  clone licensing as I see them so far outweigh the positives that
  one wonders what Jobs or others at Apple could possibly think tips
  the scales in the another direction.


The Official AT&T WorldNet Web Discovery Guide
----------------------------------------------
  by Adam C. Engst <ace@tidbits.com>

  My latest book, The Official AT&T WorldNet Web Discovery Guide
  (Osborne/McGraw-Hill, ISBN 0-07-882336-6, $24.99), is now
  available. I finished the book a while back, but a printing error
  and the UPS strike conspired to keep it off the shelves for
  several weeks. Although the title implies that the book is only of
  use to those using AT&T WorldNet and the CD does contain software
  for use with AT&T WorldNet (for both Mac and Windows, with a free
  month for readers of the book), the book is in fact a general
  introductory Internet book aimed at novice to intermediate users.
  It's very different from my Internet Starter Kit books, which
  attempt a comprehensive look at the Internet and Internet
  software. Instead, this new book assumes people will primarily use
  a Web browser and explains how to work with the necessary tools on
  the Internet, including search engines, Web catalogs, business and
  individual directories, and so on.

<http://www.tidbits.com/adam/book-frame.html>

  In my view, the most interesting part of the book is the final
  section, which contains eight chapters about how to integrate the
  Internet into daily life. In my view, computers in general and the
  Internet in specific are overly isolated from our real lives. Just
  as we've allowed technologies like the telephone and the
  automobile into our lives in a wide variety of ways, so too must
  we integrate computers and the Internet they make accessible into
  the rest of what we do. Anyway, aside from being an example of
  that belief, those chapters are also rather autobiographical, so
  no snickering if you meet me at a Macworld Expo and I launch into
  one of the stories I tell in the book. We all have a limited
  number of anecdotes, and many of mine are now public.

  You can look for the book at your favorite bookstore, and if they
  don't carry it yet, I encourage you to ask for it. There are also
  numerous Web-based bookstores that carry it, and we've joined the
  Amazon Associates program, which means that if you order a book by
  following a link from our Web site (also listed below), we receive
  a small additional payment from Amazon. Consider it another way to
  help support TidBITS.

<http://www.amazon.com/exec/obidos/ISBN=0078823366/tidbitselectro00A/>

  If you're wondering what I've been up to since finishing this book
  (other than answering hundreds of email messages about clone
  licensing), watch this space for some major announcements
  surrounding TidBITS and another book (entirely about Eudora, one
  of my favorite programs).


Successful Shareware, Part 1
----------------------------
  by Rick Holzgrafe <rick@kagi.com>

  [Editor's note: This is the first part an article written by Rick
  that has appeared elsewhere on the Internet. We found it
  fascinating not only for the cogent advice to shareware authors
  but also as a personal explanation of how shareware works from the
  eyes of a long-time Macintosh developer. We asked Rick if we could
  edit and reprint his work in TidBITS, and he graciously agreed.]

  Hello! I'm Rick Holzgrafe of Semicolon Software, and I'm a
  shareware author. My friends all know better than to bring up the
  subject of marketing shareware with me: once started, I won't stop
  talking about it. When I meet other shareware authors, I find that
  they're just like me: we're all seeking ways to be more
  successful. I'm not the world's greatest shareware success story,
  but I have been at it for over a decade, and my shareware income
  is now a substantial fraction of my day-job income.

  Much of the advice in this article was contributed by others: most
  notably Peter N Lewis and Jeremy Nelson of Stairways Shareware,
  Kee Nethery of Kagi, Tonya Engst of TidBITS, and the authors on
  the Kagi Authors mailing list. Thanks to them all.


**What is success?** I considered myself fairly successful several
  years ago, when I sold 500 copies of my first shareware product
  (an adventure game named Scarab of Ra). There weren't as many
  shareware authors then as there are now, and few had written
  anything ambitious. At $10 per copy I made a few thousand dollars
  over the course of about five years: enough to buy some good
  software and even a little hardware. I also acquired a small
  reputation and a few nice reviews.

<http://www2.semicolon.com/Rick/Scarab.html>

  Right there you have several criteria for success: fame, praise,
  and, money. In addition, by choosing your own projects you can
  gain experience you wouldn't get elsewhere. You can also make
  friends - some friends I've met through shareware are among the
  best I have; some are not only good friends but useful people to
  know.

  I recommend shareware authors decide what their goals are. Some
  people are more interested in reputation, experience, and friends
  than anything else: they are the ones giving away good-quality
  freeware. However, most will be interested in "all of the above,"
  with a heavy emphasis on money. (You need not be shallow and
  greedy to want to make money. No one knows better than a developer
  how much all this hardware and software and time costs. Expensive
  hobbies are easier to support if they bring in a good income!) The
  rest of this article is therefore mostly a discussion of how to
  increase shareware sales. If you can do that, you'll not only make
  more money, but the rest of the rewards you might want will come
  along with the dollars.

  After some thought, I've realized that there are seven keys to
  shareware success. I call them the "Seven P's" instead of the
  "Seven Keys."

1. Product
2. Patience
3. Polish
4. Pay Up
5. Propagation
6. Promotion
7. Politics

  You'll see as we go that there's more to shareware than just
  writing good code. For most of us code is the easy part!


**The First P: Product** -- You must choose a product to create
  and sell. There's a lot of software available already, and coming
  up with something new can be a stumper. I think most shareware
  authors build products they want to build, rather than software
  they think will sell. There's nothing wrong with that. However, if
  you want your product to sell well, it must have an audience,
  frequent use, an elevator presentation, robustness, commercial-
  class features, and an attractive price.


**Audience** -- Let's say you think paleobotany is a totally
  fascinating subject. You've just spent two years creating a killer
  application, using your programming skills and your deep
  understanding of paleobotany. Your program is so powerful and
  useful that's it's an absolutely essential tool for _every_ person
  in the world... who is a paleobotanist specializing in the early
  Cretaceous period who uses a PowerBook in the field. How many
  copies will you sell?

  That's right, not many. A successful product must be attractive to
  a wide audience. There must be a large number of people who might
  want to own your product; otherwise your sales will be few and far
  between. That might sound obvious, but apparently it isn't. I've
  heard more than one aspiring author describe an application almost
  as limited in audience as that paleobotany tool and complain
  bitterly that no one was buying it.

  Here are a few examples of successful products with a wide
  audience:

* Anarchie, by Peter N Lewis. Anarchie is an FTP client, good for
  uploading and downloading files on the Internet. Five years ago it
  might have been a niche product with a small audience, but what
  with the recent popularity of the Internet, most computer users
  want an FTP client.

<http://www.stairways.com/anarchie/>

* Aaron and Kaleidoscope, by Greg Landweber, Fred Bass, and Edward
  Voas. Aaron (now implemented as a Kaleidoscope Color Scheme called
  "Apple Grayscale") gave Macintosh windows, buttons, and menus a
  fancier appearance than the standard Mac OS 7, allowing users to
  taste the then-distant Mac OS 8. Kaleidoscope, the supercharged
  version of Aaron, adds a new level of flexibility, offering themed
  appearances and an open architecture that encourages people to
  create their own themes.

<http://www.kaleidoscope.net/>

* Solitaire Till Dawn, by (ahem) your humble servant. If there's a
  human being alive who doesn't enjoy an occasional game of
  solitaire, I've never met her.

<http://www2.semicolon.com/Rick/STD.html>

  You can also have excellent success with products that interest a
  large enough category of users, even if they aren't in the
  majority. Image-processing programs come to mind, for example: not
  everyone uses them, but their audience is still large.


**Frequent Use** -- Next, your product must be used often: daily
  if possible, and constantly is better than daily. I remember a
  shareware author complaining about poor sales. Why? His product
  was used only _once_ by any user: it made some tweaks to the
  system software on disk; once made, the tweaks were permanent.
  This made the program easy to use and forget.

  The author was right to complain that people used his product
  without paying for it. That's piracy, and it shouldn't happen. But
  the sad truth is that it does happen, and complaining about it
  won't change a thing. We'll talk more about getting people to pay
  later [next week -Tonya]. For now, the point to remember is that
  most users won't pay for a product unless they're constantly
  reminded about how useful or fun it is.

  The three products above are good examples of programs used
  regularly. Anarchie is probably used at least weekly by anybody
  who likes to download software and updates from the Internet, and
  many people use it many times a day. Games like Solitaire Till
  Dawn are addictive, and people play them frequently. And
  Kaleidoscope, of course, is in constant use: its effects show in
  every window, button, and menu.


**The Elevator Presentation** -- Experienced salespeople know the
  value of a good "elevator presentation," a product description
  that quickly explains to a stranger what your product is and what
  its benefits are. In essence, an elevator statement must be quick
  and clear enough to be successfully delivered during an elevator
  ride.

  There's a lot of shareware available, with more coming out every
  day. Drawing attention to your product in the middle of that
  stampede is tough. Nobody can try all the shareware available, so
  they download only the items that sound useful and interesting.
  You have about a paragraph (on a Web site, in a short review, in
  the Info-Mac Digest - wherever) to catch your audience's attention
  and convince it to try your product.


**Robustness** -- Here's one I'll bet you all understand, but it
  bears repeating: your product must be robust. No crashes, no bugs,
  no misbehavior - no excuses!

  Perfection is difficult to achieve. I don't know anyone who has
  never shipped a bug. But you should hate doing that, and you
  should fix bugs as soon as you hear about them and release an
  update. Testing is a tremendously important part of your
  development process. When the major features work reasonably well,
  find a few people you trust and have them use your program and
  give you feedback about usability. Keep working and testing on
  your own until you think the product is ready to ship. At that
  point you must resist the temptation to ship. Instead, begin beta
  testing.

  There are two approaches to beta testing: a small, hand-picked
  group or a large group. A small group lets you work closely with
  each tester, and you can choose your group so that every tester is
  a valuable contributor. But with a small group it's hard to get
  wide coverage of different hardware and software configurations,
  and different use patterns. A large group provides that wide
  coverage, but you'll have to settle for inferior bug reports (on
  the average), and you won't have time to maintain a relationship
  with every tester.

  If you post a call for testers to a relevant newsgroup, you will
  have plenty of volunteers. I usually work with small, carefully
  chosen test groups. To find good people, I post detailed
  requirements in my call for testers. I reject those who fail to
  follow all the instructions in my posting because I don't think
  they're sufficiently conscientious. I require them to tell me
  about their system hardware and software, and to describe
  themselves, their experience with testing, experience with
  products like mine, and experience with computers in general. I
  use the answers both to separate the good testers from the bad and
  also to ensure a wide range of testers.

  Allow at least two months for your beta test, and be prepared for
  it to last longer if significant bugs keep turning up. Run your
  beta test until the latest test version has gone at least two
  weeks without any problems reported. Nobody will buy a shoddy
  product. Make it work!


**Commercial-Class Features** -- Even though you're producing
  shareware, it must be as good as a commercial product. Anything
  less looks cheesy.

  It's best if you can be as good as - or better than! - your best
  commercial competitor. That's not always possible, of course: few
  shareware authors can match the efforts of the army of
  programmers, artists, and writers that Adobe unleashes on every
  release of Photoshop, for example. You can still have success with
  a lesser product, provided it's a good one, and provided it's far
  cheaper than your competition. You can then be perceived as an
  economical alternative for users who don't need or can't afford
  the high-end product. An example that comes to mind is KeyQuencer
  1.0, a $10 shareware program: not as fancy as QuicKeys, but
  cheaper and still a fine, powerful product. [KeyQuencer is now at
  2.0 and sold as commercial software along with the shareware
  KeyQuencer Lite 2.0; see our review in TidBITS-351_. -Tonya]

<http://www.binarysoft.com/kqmac/kqmac.html>


**Attractive Price** -- Shareware fans usually list bargain prices
  as one of shareware's primary attractions. If your product is as
  good as its commercial competition you might get away with
  charging as much; but my belief is that you're better off setting
  a noticeably lower price. Commercial products often come with
  materials like floppies, CD-ROMs, and printed manuals, which
  represent costs you don't have. Pass along some of the savings to
  your customers.


**The Second P: Patience** -- Maybe your first release will take
  off and make you a million bucks. Most don't, and that leads us to
  patience, a rather short topic.

  Your first release probably won't be a raving success. That's
  okay: it's true for professionals too. The secret is not to give
  up. You'll _learn_ from your first release: why people didn't buy
  it, what they didn't like about it, what features you should have
  added, what user interfaces were clumsy, what functions ran too
  slowly. In your second release you'll fix all of those, and your
  sales will increase. And you'll do the same thing again: listen to
  your customers and your non-customers, and make release three a
  real killer.

  Consider Microsoft Windows. Version 1.0 was a dog. It was used by
  few and laughed at by many. But Microsoft didn't give up; they
  shipped Windows 2.0. It still wasn't a success but was better
  regarded than the first release. Real success didn't come until
  Windows 3.0 - and Microsoft still continues to improve it.

  [Tune in next week as Rick discusses more keys to shareware
  success.]

  [Rick Holzgrafe has programmed for a number of well-known Silicon
  Valley firms when he's not crafting shareware products.]


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