Selling Warren short is kind of silly. The guy has a string of hits and a track record better than most in the game industry going back almost 30 years. Saying he wasn't involved as much as Doug in SS is crazy talk. It just doesn't work that way in a LGS type company. The producer, designer, eng exc all have massive input. Trust me, been working with these guys for years, a person's title doesn't really matter in this environment.
I do love this storyline about how old game designers lose their mojo. Seems to me the ones still doing interesting stuff is not old or young, but smart and talented. Ken Rolston did Oblivion in his 50's for example. Did he lose a step? No, that is arguably his best work ever. The beauty about having a very veteran core is gasp--we have all done it before. So many mistakes learned over years. The what if's and what could have beens are still fresh in our heads. We do remember feature 332 that we didn't get to do in Thief. Or the missteps made in the Shock games. Those are not armchair experiences for us, that is personal history. That is just as much a memory for us as our kids being born or our wedding. I haven't talked to Warren about Shock yet, but I bet he has a laundry list of stuff he disliked about any number of his games, and ideas on how to address them.
As for Epic Mickey--it's flawed, but if there is a console game out there that has the DNA of Looking Glass--it's that game. All the tenets of player agency and whatnot are in there. Why did he do that project? My guess is he loves cartoons--his first game was Toon after all. Love it or hate it, if Disney walks up with a big check, let you do the game your way, hell they redesigned Mickey for it, you take the chance. It's not like it was a failure, it just wasn't 'hardcore'.