Yeah I would echo the why for that.
For small scale indie developed games like you get in the PC humble Indie bundles there might be less incentive to make money, but even there I don't really see any developer getting into this with the thought of not trying to make a big payday.
And once you get above bargain basement game developement it's all for profit as the monetary investment risk is too large to try to play it safe.
In other words, if you're only investing 10 or 20 thousand USD into a game with a dev team of 2-3 people then sure you can manage expectations and costs with only a small amount of risk. That's why iPhone game developement is so popular. Small investment, small price (99 cents), but if enough people download it you just made a fortune.
Once you start getting into the 100k-900k USD and 1 million USD+ developement ranges however, noone in their right mind would invest that amount of money without expectations of making a profit.
And unlike the music industry, you can't make back money through music gigs, merchandising, or photo-ops in general unless you're riding a blockbuster game title. Whereas with the music industry even local bands with no national appeal can make a profit by doing local gigs, local merchandising, etc.
And then you have to throw in the scale. If you have a multi-year developement schedule, you're either fronting a lot of your own money up front or you're relying on a publisher keeping you afloat during those 2-3 years. A significant investment.
It's easy to sit on the sidelines and wonder why noone wants to put up 100-500k (for a small budget game) of their own money without expectations of making a profit on it. But when it's your own money, you'd either have to be extremely rich or not very good with money to invest that long term and expect no return on your investment. Worst case, you lose it all with a flop of a game. Best case in your "no profit" scenario is you only make back what you invested.
There's not a sane person in the world that would do that.
Regards,
SB