
Originally Posted by
James Coote
The strategy for my own soon-to-be-released android game is to simply target directly those that I think are willing to pay, charge a higher price for the game, and expect that 99% of people who pirate what is a very niche game to begin with are probably not going to play it more than 5 minutes anyway. Taking it from there, I could do paid-for expansions or "freeLC" / fund new content by kickstarter and donations.
The problem is in growing the business from small indie team to something larger, as the medium-sized games that should be the stepping stones are uneconomical