Making it profitable would require a fundamental change in the product itself.
Not necessarily, this is just speculation.
While designing for profitability is definitely the better way to create a product, there are plenty of successes which have simply aimed for millions of users and figured out their monetisation strategy afterwards. This seems particularly true for "social" products. It may have worked for blaster.fm, it may not. We can't know.
You make a good point but it is flawed. The startups that have been successful without a revenue model are an itty bitty little minority. Compare to those that have failed without it and you can see that the pattern is clear. You need to design with profits in mind. You don't open a pizzeria and give away pizza. You give samples once or tsice but you charge for pizza from the start.
But I'm not blaming or shaming you. Your project got further than most. It was very good learning experience which has give you a lot of tools you did not have before. Tools that will help you on uour future endeavors. Just make sure to starting charging from the start next time.
You're totally right. You can make money but only once you can reach a critical mass of others (read: lots). It's far harder to carry you there if you don't have a revenue stream for a small amount of users. That's why lots of peeps are fan of SaaS products. Money coming in from the first user.
Not necessarily, this is just speculation.
While designing for profitability is definitely the better way to create a product, there are plenty of successes which have simply aimed for millions of users and figured out their monetisation strategy afterwards. This seems particularly true for "social" products. It may have worked for blaster.fm, it may not. We can't know.