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1. I would bump information about inability to release Free Product, if you took any of the Outsourcing , to the "Before", with NOTE: or IMPORTANT: prefix
2. Data section some of my theories about pricing, but I didnt realize that 1$ is actually the worst price, which does not make any sense.
4. MR and strength of AI's IP can be a substantial problem, when entering fresh market, but now with your Guide, the best way is to start with Free product, and then make a sequel with full price. You will get the most MR from the Free release, which is crucial for sales, and even if you do not do high Marketing, you can minimize the loss. However I would always go Contracts-First release with reduced price, at the start, then do first release as FREE. Although stocks and deals can generate substantial amount of money in one year time, I think expanding the teams and starting on Priced product is better
Release a Free RTS/FPS game, and market it to Outstanding. When the active users reaches over 600k, or even better at 1 mil, start releasing every month an Free and Paid Add-on.
They will boost the "sales" of Free game, gathering more and more active users, and although Free Addons will lose money, 19-20$ Paid addon will rake some serious money, and actually making a Free game into an MMO with paid Addons, actually turning profit in long run. Important thing to do this after 2000s is that products have prolonged lifetime, if they have Network Tech (making them to use servers), but keeping Active Users number steady or growing.