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Patreon currently exists, and a lot of game emulators make use of it. There are a variety of one-off tip mechanisms too (kofi is a popular one). And feature bounties also exist (elementary, for example, uses Bountysource for a lot of their development).

I think all of these things work for certain projects. They work less for mission-critical but un-flashy components (i.e. the "how do we adequately fund OpenSSL?" problem, which was solved by having big money corporates endow funding for it). They work more for user-facing stuff. So they're a good option.

But I don't think they're materially superior to the other models for sustainable OSS (maintainers working on OSS projects as 20% type tasks at their day jobs; companies selling service agreements and hosted versions of OSS components; very large companies simply being public good providers). They're just another part of the puzzle. I do agree it might be slightly more convenient to offer them as part of the public-facing code repo stack.

In this case, it's not clear to me Patreon style development funding would have worked near as well as Redis Labs being a corporate sponsor.



One emulator earning 20k (!) a month is an outlier - it's also not open source.

There's still the marketing issue. If I was to work on open source full time I'd need to get about $2kAUD a month. That kind of income doesn't just happen - you've got to have an extremely popular project first.

Also remember that Patreon's gotta start making money for the VCs soon so there will be user hostile changes eventually.

Bring on universal basic income.


Yup. But I think the game changes when you bake those things into the platform (e.g., GitLab).




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