Think about $500
$500 is $1 of overhead for a product that only ships 500 copies. $0.10 for a product that ships only 5000 copies. If your shareware is compelling and it ships just 500-1000 [licensed] copies, could you justify a $0.50 - $1.00 increase per copy?
edit: arg, I can't multiply.. fixed.
xlc and xlf for AIX run over $2000 per seat per compiler. I've heard recently that xlf is $2,9xx per seat on AIX! Mac users are already getting a huge discount. This is likely due to the fact that there is a larger market, but it also may have something to do with Apple's involvement. There is also an Edu discount though I've not gotten pricing yet (got the number, didn't call yet).
xCode with gcc is a very nice package. One argument was that shareware game developers need the fastest compilers but don't have the $$. This isn't any different from other platforms. Intel's compiler isn't free either Intel's C++ compiler for Windows is $399 and they have a much larger market.
Other development environments are expensive, but people don't complain about the option of using them if they choose. What does Metrowerks go for these days? Around $500.
We'd all love to have the best possible compiler (or car, or TV, or Computer) but we don't have a perfect redistribution of wealth so some people have to use GCC and some have the ferarri in the garage. :-(
I totally understand that some shareware developers want this but are short on $$. I just want to point out that we shouldn't poo-poo the release of xlc just because we can't all afford it right now.
on a slightly different note, I love the idea of Apple bundleing them and selling an xCode eXtreme or some such thing.
