Mitchell,
I see one big problem you would face.
Advertising and exposure.
Games, like films and music, are very peer-group led, and have a limited demographic - 16-34 high-tech middle-income males.
This is the exact same demographic that are least likely to get involved with direct-selling.
Direct-selling relies on repeat orders and/or a continually updated inventory. How many games do your developers have?
Even if these obstacles are overcome. Who is going to buy these unknown titles. Take a look in your local computer-games store. The big sellers are for consoles, not PC's. Those that are available for PC's are very low priced except for the well known titles (normally linked to the latest films, or part of a well established series - The SIMS, for instance).
Unless you have millions to spend on developing awareness for each title (not brand - no-one buys games because it is made by a certain company) then the price you could charge would never support a direct-sales team.
There are 000's of excellent games out there that never see a sale, for these very reasons. That is why the free/share-ware community is so vibrant.
Like most things, ask yourself, 'Why isn't anyone else doing this?'.
Autograph Your Work With Excellence.
AndyE Barnes
New Audio Edition. On-line Today.
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