| ▲ | derefr 2 hours ago | |
> At the time, the common wisdom was that they'd go the same route as Adobe: you'd have to buy Final Cut X+1 in a couple years for another $299, and Final Cut X+2 a couple years after that... to their credit, that's not the way it's gone. And that's despite Apple having zero interest in doing things that don't ultimately make them money. I have a theory for how sales of these one-time-purchase yet indefinitely-updated apps happens to work out positively on Apple's balance sheet, while it doesn't for most other large players right now. And that's that, due to Apple's vertical integration (they make the hardware, they make the OS that runs on the hardware, they make the apps that run on the OS) — and due to these apps only targeting their own OSes+hardware, with no consideration of portability to other platforms — a lot (like 90+%) of the "enablement" work for these apps ends up time-budgeted as OS work, rather than apps work. Or, I guess, to be more charitable, you could say that Apple's engineers develop first-party apps not just to sell them, but at least in part to drive the development of the OS as a developer platform. You could even describe the OS frameworks as the product, and the apps themselves as the byproduct. (In that lens, the only reason FCP would cost anything at all is to avoid accusations of anti-competitive behavior.) | ||
| ▲ | akd 2 hours ago | parent [-] | |
The core of Apple's success has always been to capture the cultural leaders. Artists, musicians, journalists, etc. have used Apple at much higher percentages than the general public. Now that the iPhone made Apple much more of mainstream company, it's harder to do -- what does it mean to focus on cultural leaders when 90% of American teens have an iPhone? But in the 15 years since Steve Jobs' death they have still been doing a decent job of it. The company | ||