The reason we don't see more information on game makers is because video gaming lacks an application of auteur theory. (For more information, http://en.wikipedia.org/wiki/Auteur_theory is a good start.) In short, auteur theory states that the director of a film should wield almost total control over a film in order to put a strong emphasis on his own personal vision.
We should ask ourselves if this is even possible in video games. The main strength of film, after all, is that it is linear and discrete when consumed - only what is released, in the order in which it is released, is seen by the audience. In a video game, of course, the content seen is generally highly dependent upon the actions of the player (and in some cases, chance). Let us also consider that most of what is captured by the camera is just that - existing objects (actors, environment) captured, not created. The video game, unlike the film, must be wholly created. Because of this demand for content, the scope of what must be controlled may well be outside of the capabilities of a single person, thus limiting the force of a game creator's vision on a film. Critics of auteur theory basically said the same thing about modern film - there are too many cooks in the room to claim one person did everything that came out of the pot. Perhaps older games, with less code, were closer to auteur theory. I think it's also arguable that some designers, like Jonathan Blow (Braid) and Hideo Kojima (Metal Gear Solid) fit nicely into a budding video game auteur theory because of their distinctive styles and level of creative control.
If game design does not include auteurs, then why exactly would a reader want to know about a designer? This isn't dismissive of gaming, it's a serious question. If a player cannot isolate an aspect of a game which is attributable to the person being interviewed, then I think they have little reason to identify with those people in the game development process. The work each person does in the development of a game is interesting and challenging, but the same could be said about car manufacturing. In order for game designers themselves to be interesting to players, rather than just their games, we need to understand what they in particular add to a game that one of their counterparts would not. The developers that we want to hear about are the developers whose magic touch we can identify.
-Tommy Rousse