Chris Lemens wrote on Fri, 5 Sep 2003 10:40:09 -0700 (PDT):
> > Particularly for software, a better model
> > would be for developers to provide enough
> > support and content that it is worth the time
> > and effort of customers to purchase the product.
>
> I've never actually seen this work well, though I'm
> not familiar with the example you cite.
How about Everquest and other games? They have large teams adding
new artwork (treasure items, plot lines, etc) to the game. It's
a subscriber model, not a single item sale, and it seems to work.