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That is nice advice for someone just building a traditional sold-product model game but that's not the sort of thing I'm referring to. I'm referring more to business models like the one Valve has adopted and the one used by Spry Fox and a pitch that has distinguishing characteristics other than 'we are making a cool game', where the tough part is proving out the business model etc.

EDIT: Aw, why'd you delete it? I think that was good advice to share for anyone else, even if it's not applicable to my question :(

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