I don't think I'm quite ready to buy the "money is the root of all evil" hypothesis. Yes, the AAA industry as it currently exists is unwieldy and risk-averse; I don't think there's a lot of dispute on that point. But it's worth noting that while there are certainly Double Fines that raise eight or more times their Kickstarter goals and then fumble while trying to get the promised product out the door, there are also studios like Harebrained Studios (Shadowrun Returns) and inXile (Wasteland 2) which have a similar narrative yet seem to be more or less on track.
inXile, in particular, seems to have taken a particularly thoughtful approach: yes, we have millions of dollars, but let's use the Unity engine. Let's let our community help us create assets to use in the game. Let's have a prolonged beta and get a second round of feedback about what people really want to see in this sequel.
I don't know for certain what happened inside of Double Fine, or what happened inside of Irrational, for that matter. But it seems that the problems that plague big productions have at least as much to do with leadership and baseline thinking and planning as they do with bloated budgets. Yes, having a bloated budget means that you can skew wildly off the original design document and throw manpower and money at problems when the project gets away from itself, but it doesn't have to go that way if wiser heads can prevail. Just because you have one incredibly new, shiny, and expensive tool in your toolkit, doesn't mean you have to let its availability distract you from all the other tools you used to use to get the job done.
Let us not forget all the lauds that Bioshock Infinte received, nor the high-profile Kickstarter failures, nor the flood of independent projects on Greenlight, the App Store, and Google Marketplace that may be fantastic but just can't capture an audience. We're in a time of shift, but where that shift is headed, I don't think I can predict. It seems like a lot of creative talent is going to starve waiting for discovery, a lot of indie games are going to get ripped off by groups with slightly bigger budgets; it's not entirely clear to me we're entirely healthier with a pool full of piranha than we were with a pool full of sharks.