““We were finally at a state in the project where we could play through the whole [game]. And it became very clear that we were missing the large final location that was going to tie the story together and have a satisfying action-filled payoff,” Shen said. “I was both implementing the main quest and leading the quest design team, so I had absolutely no time. The entire quest design team was already overbooked.””
The quest design team being overbooked and not having time certainly explains a lot.
That’s, oddly, a common feature of modern production. Narrative still plays second fiddle to mechanics.
Which, in this case is doubly weird since the mechanics have existed since the age of Skyrim.
That argument makes sense for games with enjoyable mechanics. You can’t make an incredibly dull game and then use that excuse.