It seems to depend. Some people prefer more control, as it makes them feel... 'more in control'. Other prefer simpler interfaces that help them get the job done without spending a lot of time tweaking all the controls to hear all the possibilities that are on offer. Personally I think that interfaces that offer both, a "Quick edit" for the most common tasks and a "Deep edit" for accessing the rest would be an ideal solution, as long as it's executed nicely. Some developers are offering this, and for me it's great - just check out something like DigitalFishPhones plugins with their 'hidden' parameters for extra control. That's they way I'd love to see plugins behave.eduardo_b wrote: I have to assume that an intuitive interface makes one plug-in more useful than an equally good or even better plug-in (technically) that makes one struggle to get things to work. Would someone pay more for a well-designed interface that isn't the typical jumble of controls in a multitude of sections or panels?
I was just trying to point out an exception to the rule. Contrary to popular belief, when a big company produces for example a new version of a product, there isn't as much r&d to be done, manufacturing lines exist, component costs per unit go really down due to mass purchases, etc. On the other extreme side, a new plugin might employ several people for a year, doing research on all aspects of it - algorithms, interfaces, marketing channels, advertising, beta testing and so on... not to mention that people always add everything possible related to producing hardware and yet always leave out the same when talking about software development. Just recently one starting developer shared his experience in working on his first real commercial plugins. Two pieces of software alone cost thousands to him. Now, consider a team of 7-8 people working on a project for a year, calculate all costs (salaries, rent for possible locations, computers, all necessary software, manufacturing for store distribution, distribution itself, advertising... you know the drill) and the result isn't exactly peanuts.eduardo_b wrote:I have to disagree if we're talking hardware versus software equivalents instead of software to software comparisons. The costs for components, assembly, quality control, shipping and so on are vastly greater than coding software that can be fixed or modified fairly easily and then manufactured by simply making copies to download.jmh wrote:...I'd like to point out that just because something is "software only", it doesn't mean that it automatically has had lower manufacturing costs...
And I'm quite sure a lot of people are dying to point out that 'you shouldn't calculate it like that' when it comes to software, but at the same time they're still calculating it like that when it's about hardware...
I know, I'm going to extremes with this, but I just finished reading an article from some years back about TC Works - setting up a dedicated company for producing audio software. Most people still probably think TC plugins just magically appeared, being watered down versions of their high end algorithms, but that would be a false assumption.
Developing software MAY cost a lot. A lot more than most people are prepared to think. I guess that was what I was trying to say
Yep. Normally these expensive products have more effort put into them, be it the interface, how it works across different applications, how efficient the product is, and so on. People are quick to slag NI products for their apparently high prices, but just how many freeware / really cheap equivalents are there with as functional patch handling methods?eduardo_b wrote: At the same time, I can easily see how more complicated, innovative plug-ins could cost more to develop than other simpler plug-ins in the same category. And uniqueness that adds value can justify a higher selling price if the added value is perceived as worth the extra cost.
And yes, offering something unique normally adds value. A good example of added value would be the interface on ArtsAcoustic reverb. It's so well thought out that when combined with the quality of the reverb itself, the price for such a plugin starts to look cheap to me. Yet, I'm quite sure a lot of people are thinking "it's too expensive, let's wait for a group buy".
Well... a well executed group buy does good, in general. But if it's a phenomenon everybody starts taking for granted, pretty soon nobody's able to ask a reasonable compensation for their work, when all the possible customers are just waiting for a group buy to happen. Not to mention that after one group buy, there's still possible customers around, who've seen the product go at a discount price right from the beginning - so they'll be expecting another discount opportunity before making a purchase.eduardo_b wrote:I suppose one could make an argument for or against group buys, but I simply can't see a downside to them. Although there may be exceptions, I would contend that overall, group buys generate far more revenue for developers than they would ever see selling one at a time for twice or three times the price. And I don't get how this would devalue the product given that the group buy is a limited time offer. And as I've already noted, increasing the installed base has got to be a good thing for developers, who are competing for market share.jmh wrote:Of course, price is an important factor in competing with another products. But I still wish people understood the amount of work behind a product instead of blindly begging for groupbuys all the time. Not to mention that groupbuys on some level might devalue a product, yet another albeit not so important factor to consider before going for it.
It would be fun to get some statistics, even vague ones, from developers who have done group buys. I'd especially like to hear how group buys have helped their sales afterwards, how their product has been selling before and after, how much sales a group buy generated compared to regular sales, etc. I only have limited information on this, but from what I've read on KVR, there are strong indications that group buys have side effects.
It's partially about how one combines the building blocks. It's about whether also custom modules are used. Mostly it's about the SE user's skills in doing something other than just slapping together some basic components, whipping up a GUI and calling it a day. Like it has already been said, there are some wonderful SE creations available. But they're in a majority, most SE creations are... to put it politely, I wonder why most of them have been put online and advertised. Sadly, pointing this out often turns into 'why are you bashing SE, it's just a tool' even though that's the point to begin with - it's not the tool but the the hundreds, if not thousands, of users polluting the amount of offerings with mediocre products.eduardo_b wrote: I am very curious about this, and have long wondered how so many plug-ins from the same building blocks can have any significant differencs in the kinds of sounds they produce or how they modify them. It almost seems like the interface might be the most unique aspect. Or is it how the building blocks are combined?
Regards,
JMH
