Stardock could be described as a hobby that just got out of hand.
We just want to make cool stuff and we're fortunate enough that people like our stuff enough to keep us in business.
The application side is absolutely our ace in the hole. Stardock's best month ever in terms of both gross revenue and profitability was this past December. So even when we're in the midst of making a game, the company is in very good financial shape.
The effect of that creates some interesting situations when dealing with publishers, distributors, retailers, etc. We can wait until we're happy with a game. As some gamma testers pointed out, we could have probably gone to manufacturing a couple weeks earlier and not been an issue. The last two weeks of testing were largely tweaking playability, balancing the campaign, etc. I can't think of any "killer" code bugs that were fixed in the last few weeks of development.
So I'm not sure if the original poster's goal is applicable generally. Most game developers make just games. By having both, we have the luxury of being able to do the whole thing -- develop and publish and do it all without it causing a financial strain.
As much as we love GalCiv II and hope it is a big success, even if the game didn't sell a single copy, Stardock would still be in solid financial ground.
The future of our game development obviously will depend on how well the game does. Every sale counts. But people who buy it don't have to fear about us not being able to support it. Our level of support on the game isn't tied to its sales level.