Games sales, like movie sales, are mostly made in the first month. I can imagine like Netflix, lots of people with good 18 month old games might be happy to put them on this service.
Further, I might seriously consider using it if they ban in-app purchases (or at least psy-to-win in app purchases), because they are increasingly hard to avoid.
You don't know the games industry, do you? Tons of amazing indie games make a pitiful amount of money. Mostly because of lack of exposure.
In the world we are, where the consumer is drowned with options, paying up front for a game requires some serious convincing of the consumer. Which is also why so many games are turning to F2P monetization (it's all that works if you're not a Jonathan Blow unicorn).
If a dev has a story to tell (not amenable to F2P) he's largely dead in the water unless some huge youtube gives him exposure.
> Tons of amazing indie games make a pitiful amount of money. Mostly because of lack of exposure.
Is it lack of exposure, or extreme excess of supply vs demand? As a lifelong gamer, what I've seen is a ton of high quality content being released that I simply don't have time to enjoy. There are several orders of magnitude more decent games than anyone has time to play, and frequently very little differentiation between whole swathes of indie releases.
Yes, they lack exposure, but that's because the indie game market is unbelievably competitive, and as a result their game isn't worth that much. These game bundles are great for increasing numbers of sales, but at $0.50/sale - fees, they're still not going to be making much money, and they're still competing with 600 games this year for your attention.
This is just an extension of the many existing game bundles that are available, but with higher density and a lower price.
Dropleaf (Netflix for indie games) - at $10/mo for a 50-game bundle I can't see how this can attract any of the quality games and devs.