IANAL, however, we had a lawyer for our latest project and this is what we did:
We have a
EULA that essentially absolves us of all responsibility for anything bad that could happen and tells the user they are assuming all the risk. This sounds like kind of a jerk move, but given the massively litigious culture many of us live in today, it's to protect you from a random drive-by lawsuit.
That being said, we then go out of our way to make things right for our customers whenever something goes wrong, even though we don't legally "have to." So, I often give refunds if someone can't install the game for some random reason, and offer all kinds of other help whenever there's a problem. (For instance, very occasionally someone would lose a save game when importing from the demo, so we started keeping a
save game database that could get them back to more or less where they were before).
Customer service takes quite a bit of time, so you have to be careful about over-promising if you've got a small staff, but generally customers
really appreciate it. This is one area as an indie that you can compete brilliantly with the big boys.
So basically - make sure you release yourself from as many
legal obligations as possible, because otherwise the full force of civil law can put you out of business in a day if you ever slip up and are unfortunate enough to get in some greedy lawyer's crosshairs, but then make sure you bend over backwards to offer amazing
volunatry service to all your customers.