fpRoom with KB & LB Part Uno

Bill Vermillion fp at wjv.com
Wed Jan 12 17:23:16 PST 2005


When asked his whereabouts on Wed, Jan 12 20:15 , Fairlight took the 
fifth, drank it, and then slurred: 

> On Wed, Jan 12, 2005 at 04:34:29PM -0500, Scott Walker may or may not have
> proven themselves an utter git by pronouncing:

> > I read once (can't remember where) and I have come to believe
> > this (paraphrased):

> > "Most people overestimate how many people will want what they
> > have created. But most people underestimate how much someone
> > who wants it would be willing to pay for it".

> My wife takes a different approach. She looks at the circle
> she's in (crafts such as crochet, tatting, etc.) and looks at
> what she's put together and how much -she'd- be willing to pay
> for it. What price would be an automatic "sure!", what price
> would be a "maybe...I'll get back to it in a week when I see
> how things are going", and what would be a "you've got to be
> kidding me". Personally, I think she's going into this one
> project too low, but it's her business and her call. She did
> most of the work. I only wrote the program that ties it all
> together, and I'd do that for her if she was giving it away.
> But we get input from each other, even if we're not entirely
> conversant with each other's market or sub-market. We kick it
> back and forth, get feedback, and make our final decisions.

Years ago before the PC architecture took over the world I was
talking with Scott Adams [Adventure creator not Dilbert] and he
told me he priced his games at the cost of going to the movies
for two nights. [In that era it would also be two people].

He figured it would take about 4 hours to solve one of his
adventures, so he based his price on cost per hour of entertainment
value.

I've had some commercial programs that were far too expensive for
their entertainment value.  Perhaps they should have been sold in
an establishement catering to S&M.


-- 
Bill Vermillion - bv @ wjv . com


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