Ah, okay. Well, I guess we just differ on this one then. :)
As for the bundles, seen from a customer's point of view - I like choice, which includes the choice to skip a bundle because its quality doesn't convince me, or even the choice to completely ignore all those bundles altogether, in order not to add to my backlog and to spend my money on more important things. I also like surprises. Actually some of the bundles had games I hadn't heard of before and didn't think of much at first glance but that I ended up enjoying. Sure, other games turned out to be more akin to Shovelware, but that's a gamble I'm willing to risk for a few dollars. The appeal of bundles for me is also to try out things I would have been hesitant to spend a lot of money on or i wouldn't even have known about.
I understand that some people prefer someone else taking over the selective process for them because they don't have the time and/or don't enjoy experiments and that for them bundles containing only popular and very polished games are more attractive. But I think those are just different target groups. They could for example subscribe to the Humbkle Bundles newsletter and just ignore all the others.
As for the Blackwell games, YMMV, but I think $15 isn't really that expensive for a game. It's not a lot more than you'd pay for a book or a movie. And I haven't bought retail games in a long time, but back then when I did, you'd pay $15 for a budget edition of a 2-3 year old game and consider it cheap.
I also don't really care about gamelength as quality in itself. I don't regret paying $10-$15 dollar for a one and a half hour movie I end up loving, and in the same way I'm willing to pay a similar amount for 2-5 hours of fun with a story-heavy game. And I much preferred the short but focussed adventure games of WadjetEye, Size Five Games, Amanita Design, Freebird Games and Brawesome to AAA point-and-click adventures of the late 90's or the new millenium years that lost me halfway through because they just weren't gripping enough for their appeal to last for so many hours and they felt long-drawn-out with unnecessary boring puzzles put in the way of the story just to lenghten the game.
In that recent interview between Tim Schafer and Ron Gilbert, they admitted that even they did have to think of puzzles they could insert in the story retroactively, just so the game was longer. I didn't mind it when they did it, because they were good at keeping the balance, but in this regard I prefer quality over quantity, too.
And regarding the episodic nature of the Blackwell series, I think you do the games an injustice. Despite being connected, I think they are still self-contained stories. If Dave Gilbert had abandoned the series after part two, he'd have left us with two interesting and finished stories nevertheless. I believe you could play the parts independently, and fully enjoy them on their own. And none of them ends in a cliffhanger. You could just as well accuse an author of writing short stories instead of putting all those ideas into a novel. I think there's a reason for the fact that the Blackwell games all have different titles and no numbers in them.
Besides, indie developers have the right to try and get paid for the effort they put into their games. And even those pixelated AGS adventures cost a lot of time and work to finish and I don't think the idea behind making them short is greed. Not saying that you meant to imply that, but what you wrote sounds a little bit like that and I think that's unfair to Dave Gilbert and such small developing teams as his. He started as a one-man-team, as a hobby writer and programmer when being unemployed; if he'd worked on the one big full length Blackwell game for years, who'd have funded his project, who'd have compensated him for his work and made it worth his time? I guess the chances of the Blackwell project being abandoned would have been a lot higher that way and we wouldn't even have a single Blackwell game now.