Crowdfunding. eliminate all the financial risk even before the start of the development. No need to bow down to toxic corporate shareholders, which are very often political and want to push/restrict some agendas in your entertainment media. All your funding came from public, straight from your main audience.
Crowdfunding really is the most ideal system.
Yeah, well I hate to break to you, but while 250k a year might seem like a lot of money for one person, when it comes to running a AA studio with a dozen or more salaries to pay and numerous fees, it's really nothing. The majority of the successfully crowdfunded projects on kickstarter were banked on pre-existing nostalgic fanbases. And many of those infamously flopped right on their faces.
While it can definitely work for solo or very small projects, costs swiftly balloon. Believe me I fully consider the moment money-focused suits come into power at a company to be the inevitable death knell for their their work as art, but as many projects on this site prove, monthly income based systems come complete with their own set of perverse incentives. How many projects have utterly stagnated while producing the bare minimum to keep the gullible patreon crowd forking out?
I haven't really engaged much with this author's work, but if there's one thing I'll applaud them for is that they seem to be focused on delivering shorter, finished projects in stark opposition to the usual fate of popular western h-game devs.