I think the thing missing here is how much easier it is for SOME people to make their own campaign. I think I could make an interesting Fallout campaign, but when it comes to fantasy campaigns, mine are generally lacking. While I enjoy fantasy, I enjoy science fiction much more, and am more engaged with it. Then, there are other problems, such as time. I can read a campaign and set up for it far faster than I can make one from scratch. If I had more time, then sure I could make one. But for now, with the 4th ed. group I'm DMing, it's far easier for me to get the pre-made modules and modify them into a coherent storyline. Where it a science fiction game, then I probably could make one as quickly as I could prepare for a pre-made one.
All of this kind of relates to that aforementioned changing focus. In the old days it was plenty easy to make a campaign world, because it amounted to a dungeon and a nearby town for supplies, expanded as needed, names optional. I think most people look at the prospect of a campaign world and want to detail it all at the start. You don't need a complete pantheon, a world map, or much of anything besides the two previously noted locations to start with. As your game expands, your world will expand to meet the needs of you and your players. Better still, it will grow organically and feel natural and probably more varied than if you had created it in one lump. With the newer games and the increased focus on storytelling, this doesn't work as well. It probably could, but there is more demand for lore, to use the World of Warcraft term
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