After settling on the direction, the designers returned to their respective seats and got busy.
For game design, the most difficult part is often deciding the major direction of the design, not the details.
Of course, this isn't to say the details of the design aren't important. Although a classic game requires both a solid framework and excellent details, the consequences of failing in these two aspects are entirely different.
If the framework is sound but there are some flaws in the details, it's relatively easy to fix. Just adjusting a few segments of real-time calculation in cutscenes, rewriting some lines, and re-recording the voiceover could solve the problem.
But if there is a problem with the framework, no matter how perfect the details are, it's all for naught.
And most designers spend their time endlessly arguing during the design process.