Brooding about this thing more.

I had mentioned before how I like the Unreal Engine license model
approach which let´s you postpone investment if you are willing to
freeze yourself temporarily to the last built you had access to before
"putting your version updates on hold", stepping out of your subscription.

That´s basically like buying once, then once more every other new release
or just when there is a justifiable neccessity, e.g.just buying updates.

The Unreal model gives you a lot of freedom. It doesn´t force you to
constantly commit money.

At work, I see the same thing. Major version iterations are 2012 and 2014 
packages.
Most likely 2016 will be the next step. Even while on support, it isn´t always
practical to push everything and everyone through releases constantly.

Unless of course the software you plan to commit to has a defect that will only
be adressed in an update...

The time it takes to get the workenvironment in place, including plug-ins and
workflows is enough with every other version already.

That may change, with release circles and software getting more reliable and
less buggy but then the need to constantly update/subscribe gets even less 
pressing.

In a nutshell, going the forced to subscription customers only way reduces the
useability of the software, as it can easily lead to even faster update cycles
if only to give a reason to subscribe but then get less reliable milestones as
everything is constantly changing anyway and the next release is around the 
corner.

It´s flashing, blinking, screaming new in your face while making your progress 
look dated...

It might be worth finding out how much time people loose already per day on
windows updates, general software updates, login procedures, update downloads,
the overhead to just keeping everything in sync. The stuff you have to do before
you start working really.

Personally, I don´t mind paying subscription, I might even find a benefit in
opting in and out, for example with the 3DS Max version i have lying around
and rarely use at the moment but might need at a short notice.

But still, the releases I commit to for work aren´t neccessarily the lastest 
built only.


Cheers,

tim












On 31.08.2014 07:47, Angus Davidson wrote:
I might be wrong but i was getting a very much force people onto the latest 
version vibe from that interview. Which may very well work for Autocad, but it 
sure as hell isnt going to work for Max and Maya.

That model isn't working very well for Adobe as any user of After Effects will 
tell you. Its causing a world of hurt as far as bugs and instability goes.

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