Random thoughts on your posts:
The reason I started this thread was because of some disagreements with the standard business model, which means I'd disagree with some things from industry experts.
There is something like a standard business model in the industry? Which one would that be? Publisher advances? Self funding self publishing? There are so many business models out there that I hardly found any standard. Care to elaborate yours? Because I haven't seen any thought on who is going to pay your bills.
The main business would be a light game development business, probably focusing on easier, less risky games like MMORPGs, web browser games, and semi-casual games at first.
Less risky? LESS FUCKING RISKY? Tell that your VC guy. "High in, High out" is his motto. No risk, no money. If there would be less risk we would all be sitting in money. But the thing more important is: Focus on something. You want to do MMOs? Fine, focus on doing MMOs. Because you know, all successful guys out there did one thing and one thing only: ID focused on 3d shooters, LucasArts focuses on Star Wars games, Ford started with one and one car only in their beginning. I don't say it is bad that you have a vision what your company should be like in some decades but you won't be successful if you don't focus on something. Sounds like a mantra and I don't want to sound smart-alec.
My idea for the pricing would be to make the prices automatically dynamic.
Groundbreaking. Try telling that your retailer. You know, the guy who owns the physical shelve space. Why should he bother with your -in his eys- stupid price finding, others can do with a fixed price! You are selling your games over the internet so you can always adjust prices? Fine. But you know, that "high demand, high price" schematic only works when there is some kind of shortage, right? Like there is only one gold coin left on mother earth. That is a physical shortage. Why should there be a shortage on virtual goods? I can copy these bytes and voilá, another copy made, no shortage. In short: Why would your customer pay for your freak price finding? Why should he not feel ripped off?
That's why piracy is rampant in places like China and Southeast Asia, all huge markets, but plenty of people who download a pirated copy and sell it at $3-$8 per game. The music industry made it into these places with lower prices, and I suppose the games industry could do the same.
A large (like 99%) portion of western games never makes it to the Asian market. The ones that actually get released fail terribly. And now don't tell me that Starcraft is huge in Aisa, because it is not. The market over there is A LOT different than the western market. And I am not talking big-eyes-big-boobs different, it is like another dimension. Doesn't mean it cannot be done though.
But back on indie publishing, because it's something I really want to do. ... and keep 50-75% of the profits...
Finally some focus! Found your niche, check! Found a growing market, check! But srsly.... 50-75% of the profit? You know, there is a reason why everyone (with a sane mind) is trying to avoid publishers like a bad prostitute when planning a start up. Their share is just too freaking high. I can't remember the exact numbers, but it was something around max 50% back in the days (for retail publishers, including everything from marketing to shelve space). Ask yourself: Can any indie developer afford to loose 50% of their profit? Why should they give YOU their previous money?
Lunch is calling... :D