If I can offer a similar perspective, I'm an indie author, who has previously released books on Kindle, and I believe the "hobbyist end" of any industry gets a lot of flak.
People associate indie books with low-end, self-published works that are poorly written, with MS Paint covers, and demonstrate little understanding of the craft of storytelling. The reason for this is, I'll admit, that
many books exist on Kindle which fill those shoes.
I'm willing to bet former YouTubers struggle to be accepted if they really want to pursue broadcast TV or go into acting. I'm certain there's some friction, because they didn't go through "the proper channels" like a more conventional applicant would (such as going to film school/acting school).
Videogames are no different. Less than 10 years ago, people used to be very dismissive of games which used pre-existing engines
at all. I remember some people being critical about
Left4Dead, saying "a Half-Life 2 mod should be free, not paid content". I remember how surprised people were to find out that the original
Splinter Cell on Xbox used the Unreal engine. People are still very dismissive at times of games made in Unity, when it would surprise people just how many games they love were made in pre-existing engines (especially in the last 5 years, where this kind of thing has gone through the roof).
Going back to my author example, my only solution to this was always to just try and rise above it. You can't really do anything about the public perception of your medium. The only action you can take is to make your own work the best it can be. Speaking personally, I took time and spent as much as I could afford on
my work, and did my best to try and "punch above my weight". At least, then, I know that I'm avoiding the pitfalls that sometimes others fall into.
I'm trying to do the same with
my RPG Maker project.