While I agree with most of this semi-cohesive rant, what you're ignoring in this equation is the premade audience of scenesters that this garbage will appeal to. If he "just opened an indie game studio" he'd be competing against thousands of other developers with little to no brand recognition once he got whatever crap he was making to market. At least now the crap has a target audience.
That being said, this looks terrible.
My point is that doing that is limiting yourself. The indie game scene is at the same place ap.net style music was in 2002. He could utilize his angle and make actual product instead of some tack-on fluff.
If he opened a mid-size indie game studio not focusing on making clones with artist branding - it'd still be introduced on music-related sites. I played some rhythm title a while back that had new material by Beck and Deadmau5 in it and doing something like that but with an actual quality product - he'd get the same coverage without just peddling awful product to kids with iPhones.
That little target audience is nothing compared to what a semi-breakout indie title can bring in. Our little not-even-a-studio has one title that we made in 5 weeks and we've got several big offers already. The indie game scene is getting to a point akin to when Thrice got 3 million bucks right as they released Illusion Of Safety. I've seen a few games recently that make me go "Oh shit, this is totally the Count The Stars of indie games!".
I think you guys are underestimating the power of the 13-17 year old teenager, especially girls. If they like the band, they will download. Fuck, I'll probably buy the Senses Fail just for the hell of it. Whats an extra couple of bucks on my credit card bill, especially when some of it is helping a band I love out.
...It's not exactly a $60 product. It's looking like it's going to be free/$1 games, with a fee to get connected to "GameChanger World" where you get leader boards and most likely some kind of feed from the artist.