Comercial ventures also come with a lot of overhead, stifled creativity and, well, commercialization. Quite a lot of what should otherwise have been good games have been totally killed by corporate masters who have their own ideas about what is "Good" and what is not, which is quite often at variance with the artistic license that you can more often see in indie productions.
And while I agree that "Good Talent" often finds a way to get paid for it, so sometimes does bad talent. And quite often the "Best" talent isn't in it for the money anyway.
In the end, it is best to judge a product not by the corporation/comercialization/talent behind it, but by the product itself.