There was a common argument in the home computer press (and particularly from a certain person with a fairly high profile in the early SAM scene back in the day) along the lines of "these demos are all very well, but why don't these coders turn their talents toward something more constructive, like games?"
On the one hand, I can get behind that argument. It really would have been interesting to see what some of these people could have achieved by turning their limit-pushing and special-effect-creating skills toward an interactive experience... but, on the other hand, it rather misses the point of the demo scene, which was, in some ways, like art-house moviemaking - delivering a precise audio-visual experience that hasn't been seen/heard before, and making people wonder how it was achieved.
Several demo groups have gone on to develop games, and I seem to recall that with a handful of notable exceptions, a lot of them were pretty disappointing - either unoriginal or just all-round pedestrian, with the possible exception of the music. Then you have that thing of fairly basic games with delirious demo-style effects thrown in just because (I'm looking at you, Jeff Minter!). Do they make the game any better? Probably not... but it's showing off what the hardware is capable of while also delivering a solid gaming experience, and it certainly makes for one hell of a signature style.
I kind of get the impression that the main reason demo coders didn't/don't make games was that they didn't/don't want to make games...