Latest from the Bizarre Cathedral.
I don't know how many times I've run into this particular mistake, but free software developers keep making it, so I think it's worth a brief post. Free software is based on contact between users and developers. Without that, it's just not very efficient, and any free software project that breaks that bond is going to flounder for the same reasons that so many proprietary products flounder -- total disconnect with the users.
One of the first rules that entrepreneurs learn is that investors don't like revolutionary new ideas. Even when they work, the reasoning goes, they won't make you any money. Instead, investors want to see "innovative" ideas: ideas that push the existing envelope a little further, but don't totally change the map. With free culture projects, however, the situation is precisely inverted: people don't get as excited about contributing to merely "innovative" projects, they want to make "revolutionary" change in the world. High ambitions attract good company, and free licensed projects will do better not to set their sights too low.
People in this country are pretty funny, they really are.
It’s a damn shame how we exert so much energy for what we want, and considerably less for what we really need. People will queue up for a week, and risk weather and robbery (“Violence Mars PlayStation 3 Launch”) to secure the “opportunity” to spend $500+ of slave labor earned money to buy a PS3 while probably oblivious of how that same amount of money could buy them computing power that could set them free(r).
What we need are more Penguinz in da hood and fewer PS3s.
Following on from my general introduction to guerilla marketing in the first issue of this magazine, I will now discuss some specifics of getting good press coverage. This much-neglected area of marketing is actually a relatively important issue, especially if your project is genuinely interesting, and can reap huge rewards.
It is a common assumption that companies who distribute free software will promote it, leaving the community to concentrate on the meat of the project itself (including code, documentation, graphics, and so on). But this is untrue; companies generally devote few resources and little expertise, leaving communities to fend for themselves in the big scary world of media and marketing.