For all the work why are quality indie games not earning much revenue, perhaps a publicist/marketer should be used? I imagine people try to get written up in media for games on their website and then hope for word of mouth.
Maybe on a demo CD too?
Advertising?
It seems to win and not be 'pretty minimal' we need to be clever!
I just assumed there would be markets available and still do!
There are lots of games, each one costs a lot to make (in absolute terms, not relative to Assassin's Creed or whatever), the market is relatively small (relative to AAA) and ways of reaching the market are limited.
Good contacts with press are helpful but remember that it's close to being a zero-sum game. Each journalist is only writing about 1 game on a given day, each reader is only reading about 1 game at once, and each player is only playing 1 game at a time. Your publicity might hypothetically steal the limelight from someone else's game but it doesn't necessarily grow the audience or the revenue pool.
With all of this, there's a risk of getting dragged into a customer acquisition arms race, which is basically what happens to mobile studios. Hodgman has already mentioned Customer Acquisition Cost and another similar term is 'Cost Per Install' which is where the advertising costs are divided by the number of installations to indicate how expensive it is to get someone to play your game. The way these companies work with these metrics, and the scale they operate at, means that the game itself is largely secondary. Yet we all know intuitively that the game itself matters, because the content and the polish make a massive difference to whether reviewers will cover it, whether it gets good reviews on Steam, whether people want to share screenshots, etc. These things can't be quantified to investors so the modern free-to-play studios don't even try, but that doesn't mean they're not relevant. So you need to be careful that any consideration of customer acquisition cost isn't attempting to quantify a relationship that may not really exist, and extremely wary of any strategy that suggests that you can pour more money into the acquisition funnel and watch a predictably proportionate number of customers drop out the other end.