You have to remember that for big gaming publishers, $10M or less in revenue is peanuts. We're talking about guys who need revenues over $100M (and often much more) just to break even on what they've spent to make the game. It's not part of their corporate DNA to make games at this scale (scale in reference to the money opportunity, not the size of the game).
They're probably looking at KS and public revenue numbers from crowd-sourcing projects and assuming that they do not in fact need the big names on board with their owned IP licenses. And by the numbers, they're not really wrong, at least in the short (3-5 years) term.
And it's a huge shame, because gamers dream about the big desginer names having big budgets and real creative control, but the goal of these companies isn't to potentially make the greatest (insert-genre) game ever, it's to make the most $$$ game ever, and the odds (for now) of doing that are much better with the right IP license than the right designer name.
They're probably looking at KS and public revenue numbers from crowd-sourcing projects and assuming that they do not in fact need the big names on board with their owned IP licenses. And by the numbers, they're not really wrong, at least in the short (3-5 years) term.
And it's a huge shame, because gamers dream about the big desginer names having big budgets and real creative control, but the goal of these companies isn't to potentially make the greatest (insert-genre) game ever, it's to make the most $$$ game ever, and the odds (for now) of doing that are much better with the right IP license than the right designer name.