Shareware Amateurs vs. Shareware Professionals (2003)
sodaware.net
sodaware.net
Ask empowering questions like, "How can I increase sales by 20% or more?"
sounds a lot like bullshit bingo.
For example, one way to increase sales by 20% might be to increase visitors to your website by 20%. But another method, if only 10% of visitors download your software, increasing that to a 12% conversion rate will also increase sales by 20%. Lifting downloads from 10% to 12% might be easier than finding 20% more visitors. By thinking in specific numbers, you can brainstorm different ways to achieve the goal and choose the method that is fastest / least effort.
After I stopped selling software, what continued to be called shareware generally degraded into a lot of crippleware and demoware. At the same time, limited time software trials became ubiquitous, open source started becoming important in the mainstream desktop world, and the Web eroded a lot of the traditional distribution distinction between "real" retail software and small operations.
So "shareware" as a meaningful category just sort of faded away.
Same with the plugin scene for other scripts, including some commercial ones.
Freemium would probably be today's equivalent model. Give away a free version that you encourage people to share as widely as possible, then try to upsell 1% of them on a Pro version.
I don't have any numbers, but I don't think that the absolute number of shareware developers has decreased. It's just that the mobile ecosystem has exploded so that the desktop ecosystem looks tiny in comparison now.
Many SaaS offer a "Lite" plan and the first 14 days a trial plan. That is basically what you got from a traditional shareware product.
Free2Play games are basically also shareware.
(RE personal development - I learned this and that, but overall I remember it having a very New Age vibe to it.)
I remember recommending the blog to a couple of people just before I abandoned it. They must think I'm very strange.