Free Software, Paid Support
avc.com
avc.com
Fortune 500 companies do not strike me as having huge anime consumption habits which they wouldn't blink at writing 6 figure yearly support contracts for.
(Back in my investment banking days, I worked on a thought piece with all the various business models for open source; if I recall correctly, I think I managed to find six distinct revenue models. Sadly, I don't have the presentation nor can I remember the other four off the top of my head.)
From the article: "This approach can be mimicked by anything that is made of bits not atoms. It can be applied to writing. It can be applied to music. It can be applied to film. It can be applied to photography, anime, cartoons, etc, etc."
The author is talking about the general business model where the thing made of bits is given away (e.g. the anime made from the bits) and the stuff that costs money to create (e.g. the merchandising made from the atoms) is charged for. Obviously, there is no notion of support for anime, music etc that the author mentions.
I believe you are referring to indirect ways of generating revenue, but recently, publishers seem to be heading more towards direct monetization models. Some examples: News Corp. is giving it a shot with The Daily, the television networks are working with Hulu Plus and the music labels have been selling through iTunes for a while.
Hope I've interpreted your comment correctly, but as far as I know, outside of direct advertisements and collecting data on users that can be sold, there is currently no proven/successful model for monetizing free content.
To speculate, some sort of Gillette model could have potential, but I think it's currently difficult to understand a consumers intent and the types of "add-ons" they would be willing to pay for. Perhaps hard copies of the content that contain something original &/or personalized would have value.
If you are releasing free software then it doesn't matter since your not offering support any way, so it's not bad.
Closed source development does not scale - it is limited to the available work hours and imagination of the owners.
I had a lot of fun doing support & sales work with clients as sales engineer for an open source software company. Access to free software is, obviously, great for me as a user.
On the other hand, it seems harder for very small companies to make a living on support (the kind you can really charge for, SLAs with big corps etc) than to sell an iPhone app, for example.
Also, if you're making your money on support, there's a possibility you might be less motivated to make your product very easy to use (not that paid software is always great in that respect, of course).
You could charge, but then you might fail in the market due to competitors not charging. You can attempt to build a market for your time, by giving away the software.
Successful software sales are a function of your support costs (assuming you've jumped the first hurdle which is writing a product people want to buy).
x% of your customers will take up y hours of your time. The software (and support materials) must be designed so that x and y are reducing in size as time goes by.
Free software with paid support is more like consultancy. To scale means more staff.
Paying for support is also more complicated - there must necessarily be a two-way conversation about work done, hours taken, etc. Collecting money for software is a one-way conversaton - here's the price, take it or leave it.
For some reason reading the original Programmers Stack Exchange post made me think of the infamous An Open Letter to Hobbyists:
[1] http://www.m3p.co.uk/blog/2010/07/23/bad-code-isnt-technical...
I'm also reminded of the joke: "How did God manage to create the world in only six days? He didn't have any installed base he had to worry about backwards compatibility with."
Free software, paid support, amass users, then...
Watch and listen to what features are missing and what solutions the software isn't providing... and charge for those.