Doom was a tense collaboration between Carmack and Romero. Carmack was geniusing out the engine, while Romero was pulling hard on the game atmosphere, music, level design and details like the timer that spawned Doom's speedrunning culture.
Quake, which was Romero-less, was a technical masterpiece, but not a very memorable game. There was the brown level, the other brown level, and the brown level again but different. Its modding potential plus competent network code really made it a big hit.
Without it's art, doom would be a very different game.
Can't recommend Masters of Doom enough, the book that talks about the history of id Software. That all these guys came together in the same place is a miracle in itself.
Could you elaborate on that? I'm aware of speedrunning (it's fun to watch!) but I don't know anything about "the timer".
[1] https://paeantosmac.wordpress.com/2015/02/17/introduction/
These examples, at least (the others are a bit outside of my knowledge), fit the pattern outlined above of having worse successor projects headed by a former team-member.
I have to disagree with you here.
Both Civ II and Alpha Centauri were headed by a strong single author. As were both the original Civ and Civ IV which I and many others would see as the best manifestation of the game.
We can also see this outside of the Civ franchise. Think of Super Mario, Popoulous, Doom/Quacke, Sim City, Elite – just to name a few.
Great games were made by great Designers, yes, single authors. Very much akin to big movies or fantasy novels.