Okay, I understand what's going on now.
Developing games with Leadwerks is a social experience. It's fun to make things, show your friends, make friends online, and get comments from people playing your game.
Making a commercial game can sometimes be where it no longer becomes fun. Now you have to pay $99 and your game most likely will be ignored on Steam, unless you have a plan to promote it that works. Even if you are successful, you can no longer just make the things you want to, now you have to make exactly what the players will respond to. Also, the players aren't able to tell you what they will respond to, so you have to guess and you only find out after you make the game if that's what they wanted!
So I can understand making small games during the game tournaments, without any competitive pressure, and being part of something fun...this is a great setting for creativity to thrive in. Publishing your game to the launcher and seeing other people playing it is very gratifying, for the same reason people make mods. (In some cases, some of those games will go on to become commercial titles, but it's not a requirement and that doesn't need to be the goal.)
Now if I feel frustustrated that AAA games aren't being made with my software, that's my problem to fix. People will buy DLCs if I publish them, so I should be able to afford to license pretty much any artwork we need. And the best way for me to show the way is to create a high-quality game myself and prove what it possible. (Which is what I am doing.)
Many people just want to bring their idea to life and let other people play their creations. This is just as valid as anyone who wants to try to be an AAA developer, and we should encourage their creativity. Everyone doesn't have to be a professional game developer, and it's okay for Leadwerks to be good for hobbyists.