And on top of that:

1. You're going to have a small nightmare if you want to roll out updates 
to your customers. You certainly wouldn't want to do that by email. A 
customer's email box quota could have been reached, the attached APK could 
be too big for the email provider... and it's just a PITA to do.

2. You would alienate customers who are not tech-savvy (aka majority of 
customers) by requiring them to install / copy over a key file. Heck, there 
are even some phones from some cell phone networks that are so crippled 
that you cannot easily access its external storage via USB (you can only 
browse pictures and videos).

3. You would require that users switch on "unknown non-market sources" in 
the device settings. If that setting is available at all because some cell 
phone networks remove that feature from their phones.


On Wednesday, February 6, 2013 7:13:17 AM UTC-6, John Coryat wrote:
>
> You could do that but you'd be in violation of the Google Play developer's 
> agreement:
>
> 3. Pricing and Payments.
>
> However, if you want to collect fees after the free trial expires, you 
> must collect all fees for the full version of the Product through the 
> Payment Processor on the Market.
>
>
> https://play.google.com/intl/ALL_us/about/developer-distribution-agreement.html
>
> -John Coryat
>
> On Wednesday, February 6, 2013 7:06:10 AM UTC-6, reaktor24 wrote:
>>
>> I have had a read of this thread and have come to the conclusion that the 
>> best method could be to offer a freely distributable demo version for 
>> download on the Android market so people can try out your game. Then if 
>> they like it enough to buy the full version they DO NOT purchase through 
>> the flawed Android Play Store with its 30% cut to Google. Instead they are 
>> directed to pay via PayPal to the developer directly and they receive an 
>> emailed copy of the APK file along with a unique keyfile or something like 
>> that. Then on startup of the App it checks for invalid keyfiles online 
>> against the one installed and refuses to run if its known to be pirated. 
>> Maybe also add in a username and password to login to the game. You would 
>> just have to keep check of all the users email address etc to email them an 
>> updated APK. Just a small thought.
>>  
>> Steve
>>
>

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