In my defense, I was talking about labels as much as I was about specific staff. If you're talking to me, I'll be much more interested in what the lead gameplay designer of RE4 did for Bayonetta, but I suspect many won't care. But he wasn't the label. The label, in that case, was a mix of 'Clover', 'Ex-Capcom', 'Mikami' and 'Kamiya'. Each of these are only relevant to, I don't know, a few tens of thousands of people? But that seems to be the audience for this sort of kickstarter at the moment, discarding other seemingly random and (for the sake of this discussion) trivial parties, obviously.
I think Tim Schafer being used as the 'label' for DFA meant something. Many, many people remember the point and click adventures of old. To a perhaps less-interested audience, the concept of "games from a simpler time" resonates with them (hence 80,000 backers). The Kickstarter video and pledge Double Fine presented did EVERYTHING IT COULD to quickly form a mental connection between that feeling of nostalgia and Tim Schafer. And, hey, he's earnt it, so good for them. It gave that feeling both a face and a cause to rally behind. The 'team', as I might have referred to it in my previous post, or the 'label', as I'm now referring to it in this post, means everything.
I don't think Ryan has that kind of pull. The enthusiast crowd can't really specifically link him with anything other than MGS (and it's never been super clear what his input was, although by all accounts it wasn't trivial, I'm not trying to personally attack him here). They can't link him to a 'label' they can instantly trust. That's why the bottom-up approach to this pitch may have won more people over (see my previous post).
I'm not sure if this covers your post in its entirety, but hopefully I've managed to clarify, a little. I might be a little bit more cynical than you when it comes to ambition.
edit: this might be a failing on my part, but in today's industry, it seems to me like new ideas are a dime a dozen. The most awful games can have a wonderful seed of an idea. 'Ideas' and context (or story, if you want) are things that I believe -- given an efficient, robust workcycle -- can implemented at almost any time up until relatively late in the project. Starting with a story is a really weird, dangerous thing, from my perspective. That said, I'll readily admit that it could be my own insecurity staring me in the face. I don't think it is, though.