J'accuse! What was the "Era of Names", and how is it weaker or stronger than it used to be?
Here's a start to the listing of Big-Name Game Designers. To be a Big Name, when someone heard they were working on the game, lots of people bought it.
This list also includes their tenure of game design. While many worked on games early in their careers, this list attempts to start from when their name became endorsement worthy. (For example, Schafer becomes a big name starting with Grim Fandago.)
Douglas Adams (1984-1998)
Clive Barker (2001-2007)
John Carmack (1992-2011)
David Crane (1978-1994)
Richard Garriott (1980-2007)
Hideki Kamiya (1996-2010)
Hideo Kojima (1987-2010)
Cliff Johnson (1987-1995, maybe 2011)
Jordan Mechner (1984-2003)
Sid Meier (1987-2010)
Shigeru Miyamoto (1981-2010)
Peter Molyneux (1989-2010)
John Romero (1992-2000)
Tim Schafer (1998-2009)
Stuart Smith (1980-1986)
Warren Spector (1990-2010)
John Carmack (1992-2011)
Roberta Williams (1984-1998)
Will Wright (1984-2008)
Omitted from this list are endorsements: Tiger Woods, Tom Clancy, John Madden, Tony Hawk, Shaun White, etc. are all big names that help sell games, but they aren't in a primary, creative decision role. Also omitted are studios, so no "Two Guys from Andromeda". (Honorable mention to Steve Meretzky, but Infocom's studio name was demonstrably a bigger selling point than his name.) Also, only the period where the name is a selling point is considered. (Sorry, Romero, but after 2000, your name was no longer bankable.)
There's probably more names to add to this list, but this is a start.
Observations:
* Out of 18 names on this list, 14 had a career of ten years or longer (more than 3 out of 4).
* Seven of them had a career of 20 years or longer. (That's more than 1 in 3.)
* 13 are were still active in the 2000s (three out of four), and 8 of them are still active in programming today -- 9 if you count Will Wright's think tank.
In conclusion, there's still a lot of big names making the kinds of games they want to make. (Whether you want to play them is another story.) Maybe if Tarn Adams or Markuss Persson lend their names to a second project, we'll see more big name endorsements. You really can't ask, "Where have all the big names gone?"
You can ask, "Why can't they make competitive games?" And many of these games are exactly what the creators want. Kojima loves Metal Gear's big long cut scenes. Molyneaux, you've already criticized at length -- and Schafer's Brutal Legend got the same treatment.
Sometimes, technical barriers got in the way. For example, Jordan Mechner commented there was a lot more he wanted to include in Sands of Time but had to be cut for budget reasons.
Some of this nostalgia is rose-colored glasses. Romero's magnum opus, Daikatana, could probably mix with today's linear, nonsensical, escort-quest games with just a little polish. Miyamoto is on record that from day one, he wanted "Video Game Man" to be a franchise in dozens of games ... and Nintendo has carried the Mario torch through many franchises, so his plans are still on course. And Populous cheats, dammit.
The main thesis is the problem: a big-name game designer might have the freedom to make whatever they want, but that's not necessarily what you want to play. A real auteur would accuse you of not "appreciating" their brilliant game. (It was Roberta Williams who famously blamed her lack of success in the 2000s because too many "average" people thought they should be allowed to own computers.) Yes, there's lots of soulless committes out there, but the roster of rock-stars is still pretty big.