i know what you're saying, and you're not wrong with the points you make but; to make a project like this feasible, let alone *fun* to make, you need to give individual devs some liberty. i tried my best to strain away from too much direction and let things develop naturally, a lot of people in the wyoming branch did focus on doing more narrative stuff, but I think that's the magic of a project / experiment like this. as the organiser for the project, every small bit of constraint you add makes for a lot more opportunities where things can fall apart. this was already a lot of work, i can't imagine the amount of work it would be to also *direct* every single game.
what i'm saying is, it's already a miracle this even worked out as flawlessly as it did. managing more than 50 devs to make a thing like this happen is hard!! quite simply, the project you are describing is not possible as a free collaboration, that would be a full-time job for multiple people, would not be as fun to make for the devs, and would most certainly not be free :-)