Here's a breakdown of the above costs for my current sales model. I'm going to use a hypothetical situation where I sell 1000 copies of the VST/RTAS/AU, versus 1000 copies of a Re plugin (as someone suggested earlier for a hypothetical Valhalla Re plugin). For the sake of argument, we will amortize the sales and costs over 1 year. The prices for both the VST/AU/RTAS and Re plugin will be $50.eXode wrote:Let me see here, you get:pc999 wrote:I am not a developer, but 30% seems a lot
1. Store solution
2. Digital distribution
3. Storing (even of older versions, for ever)
4. Propellerhead fix cross-platform for you
5. Propellerhead maintain your code base for you
6. Propellerhead offer the copy protection
The dev only need to worry about 3 things:
1. DSP
2. GUI
3. Workflow
With paypal (if you use that option) you loose a percentage on every transaction. Then you got to add hosting, the actual store solution. Count in the time and effort for you to develop multiple OS versions on your own, and maintaining that code as well as to actually implement the copy protection (which will likely be hackable? Reason 6 protection has not been hacked so far, afaik).
With this in account, I seriously don't think that those 30% seem unfair tbh.
1) Store solution: I use PayPal. On average, I incur costs of $2 per plugin, at a sales price of $50.
2) Digital distribution. I fulfill orders manually. It takes me about a minute to fill out the order form, and send it to the customer. As far as updates, sending out emails to 1000 customers is free, either through your own mail program, or through Mail Chimp (once you get more customers than 2000 or so, things get more expensive).
3) Storing of older versions: included in my web hosting costs. $30/month.
4) Cross-platform: I use Juce for my cross-platform code. Juce is TRULY cross-platform, in that it supports VST, AU and RTAS, on both Mac and Windows. I paid ~$1100 for the Juce licence in early 2010, but for the sake of this discussion, I will amortize the entire Juce license cost across the 1000 plugins.
5) Maintaining code base: What does this mean? Will Propellerheads actually retain and modify the source code of each plugin, from each developer? This would not be something that plugin developers would like. Do you have more details about this?
6) Copy protection: I'm going to cheat here, as I already have my own copy protection solution. It isn't perfect, but no copy protection solution is. As I mentioned earlier, any commercial plugin developer will already have a copy protection in place. Things like iLok (BOOOOO!!!!!) cost money, but most smaller developers roll their own copy protection when starting up their company. So the cost of developing this will have already been taken care of before starting work on new plugins.
So, a breakdown of the costs:
My own solution: $2/plugin for PayPal, + ($1100/1000 plugins) per plugin for Juce, plus ($30*12/1000 plugins) for web storage costs, + free email (I'm not including the costs for my home internet, as I'd have to pay that anyway). Total cost per plugin: $3.46.
Propellerheads App Store: 30% of $50 = $15.00.
The difference between the two models is that the Propellerhead App Store results in my making $11.54 LESS per plugin sold, for doing things that I already do with my own sales solution.
The vast majority of the costs for ANY plugin developer will be in the 3 categories you listed last: DSP, GUI, and workflow. With my current solution, I can use the same DSP and GUI code for VST, AU and RTAS (it looks like AAX will require some reworking). Meanwhile, the GUI code I use won't be usable in Re plugins, so this will involve a fair amount of extra work.
So, why do I care? To be honest, this isn't really about the money. I guess the thing that is upsetting me right now is that the announcement of Re plugins seems to have been accompanied by a VERY inaccurate assessment of the costs and issues currently faced by plugin developers. If Propellerheads had simply said "all purchases are in app, and we are charging 30%, in order to have access to a market that you didn't have access to before," fair enough. It's their product. What is bugging me are the straw man arguments about how this makes things easier and/or more profitable for existing* plugin developers. It doesn't. And if these arguments are being postulated by Propellerheads themselves, this seems misleading.
Sean Costello
* A new plugin developer, on the other hand, might find making Re plugins far easier than developing VST and AU, due to the copy protection and sales issues that need to be solved. However, the discussion has been focused on existing plugin developers, as opposed to unknown entities.
