Excellent points.  This is why in my requirements for AAL, I started
with the assumption that PAYING customers should:

- never have to type in a password
- never have to type in a license key
- only have to generate a valid license once (well, actually twice --
initially and then again after the 24 hr refund period), and this
generation should be transparent and automatic

As for pirates, the experience is configurable, but in my apps, I
never lock them out, just "nag" them each time that they run my app.

Since deploying AAL in my app, about 50% of the installs have properly
validated their purchase and generated a license.  The other 50% did
not properly validate (meaning that they potentially stole it) and
after some number of failures are politely being invited to purchase
for 15 seconds each time that they start.

Sales are up.

Dave


On May 10, 12:04 pm, Raymond Ingles <sorceror...@gmail.com> wrote:
> On Mon, May 10, 2010 at 11:06 AM, dadical <keyes...@gmail.com> wrote:
> > The point here
> > is to get this past the pain threshold where it won't be worth the
> > trouble for an app that is only a few bucks.
>
> It's not clear that piracy translates into lost sales:
>
> http://blog.wolfire.com/2010/05/Another-view-of-game-piracy
>
> "iPhone game developers have also found that around 80% of their users
> are running pirated copies of their game (using jailbroken phones)...
> [but] The highest estimate I've seen is that 10% of worldwide iPhones
> are jailbroken... The answer is simple -- the average pirate downloads
> a lot more games than the average customer buys. This means that even
> though games see that 80% of their copies are pirated, only 10% of
> their potential customers are pirates, which means they are losing at
> most 10% of their sales."
>
> Apparently the people who pirate, pirate a *lot*. And, conversely, the
> people who *don't* pirate simply don't put as many apps on their
> devices. Be very careful that, in your understandable zeal to fight
> pirates, you don't penalize the legitimate users. Make the app too
> irritating and people won't buy it at all.
>
> In other words, if you're not careful, the *paying* customers can
> conclude "it's not worth the trouble for an app that is only a few
> bucks."
>
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