It wasn't incompetence or idiocy with Hero6, more them just trying to make a game based on "group consensus" instead of one person just saying, this is the vision let's do it.
I know that sounds very authoritarian too, but that's the way we work at IQ and it works. That's why we finish games. Everyone on the team can have their say, but in the end Steve and I weigh it all up and make a decision. Sometimes that decision is not popular either, but it's gotta be done otherwise nothing would ever get done. Trying to think of a relevant example in the production of QFI... nope, SQ2! We had an original idea planned out for an alternate path in SQ2, sorta "what would happen if the skimmer made it to the mines and Roger was imprisoned" and although it was a pretty good idea and we'd even storyboarded it I think, at the end we had to decide whether the effort was worth the reward and we decided adding another year+ to the production timetable wasn't worth it.
I think in Hero6 those decisions were never made.