I am exploring using JUCE to test out concepts I'm researching. So I am a long way from putting a product on a store, or needing to worry about licensing issues.
I have rather fallen in love with this framework. Because it is such a splendid piece of engineering. And dual GPL/commercial license is such a good idea!
But I find the licensing painful because I don't feel it is helping JUCE to succeed. I want to see JUCE succeed, but I feel it is being sabotaged by its own licensing strategy.
I think big products earning six figures are standing on Jules' shoulders and not paying anywhere near an appropriate amount. And that must be galling. That must be the feeling the box2d developers get when they look at Angry Birds.
And I think that the little fish, the minnows, are getting a hard time of it, because $1000 (or $3000) is a lot of money to find when you don't have it.
I look at Unity3D's licensing model -- it has taken them several years to summon the courage to implement it wholeheartedly, but it is a brilliant solution. Someone has posted it on the first page of this thread.
It is brilliant because it nurtures indie devs, encouraging them to grow until they are big enough to harvest. It is farming at its best. It is working on the idea that one in a hundred will succeed -- so lower the bar all the way to zero! Monetise from the ones that have learned to fly -- they will not begrudge!
I hope that JUCE is at that point Unity was a few years back, when they were still charging for Android and iOS licenses, before they made the jump.
I think that JUCE should make it very inviting for indie devs to pick it up and roll with it. Let them get up to size. When they are big enough, they will be happy to pay an appropriate amount! They will be grateful for their success!
Let the snowball accrete! As more people pick it up, the community will grow, it will spread! It is still almost invisible to the global programmer community. It is very rare I talk to a developer who has heard of it. And I think this is because Jules has not invested his energy in evangelising it, he has kept his head down and kept with the code.
I think that's what's important at this point in it's evolution -- getting the word out! Making sure that everyone who should be using it is aware of it. Forging and fostering a community. And as far as I can see that is best done with a Unity style license.
The majority of potential customers will be lone devs who don't need any kind of premium service or live coding etc. Maybe 20% will get as far as getting an app on the store. Maybe 10% of those will turn profitable.
I think it would make more sense to maximise the number of adopters.
I have no doubt that as it stands, many people are deterred by the initial hurdle of the licensing cost.
If a dev picks up JUCE and puts three months of their life into assimilating it, they are heavily invested. They will want to reuse that investment as much as possible.
Make the money from those that have succeeded! The majority of them will pay up honestly, I think, either out of conscience or as a simple business calculation (paying to remove the risk of costly legal action).
But cast the net wide!
π