Nobody remembers Daikatana? Remember, John Romero is going to make you his bitch. Except that Romero had no idea how to manage a company, so the whole thing was three years late and flopped like a landed whale.
MoO3 was like The Dark Knight Rises: the guy who ended up running the show hated the franchise, so of course it was going to flop. Rantz Hoseley took over the design from lead developer Alan Emrich (who wanted, essentially, a more polished MoO2 with a bunch of new features), forced the game into empire-by-spreadsheet and got rid of all the iconic races because he didn't like people-in-rubber-suits. Combine that with Atari simply not caring, and you've got a recipe for a slow-motion train wreck.
SimCity had the opposite problem: EA milking its good studios for all they're worth and forcing them to release overmonetized shovelware before closing them down once their goodwill is exhausted. Dragon Age 2 had a lot of the same problem, as did Mass Effect 3. Though even then, stuff like DLCing major plot points was there in Mass Effect 2, just under better control because the original Bioware team was still ultimately making the game. And henceforth, EA is going to keep milking Bioware until it stops printing money, then close it down.
Lessons learned: Good management is, in fact, as important as having good designers.