Don't be so easily offended... It's a rough analogy... without a DM, you don't have a D&D game, you have some sort of collaborative story-telling thing; without a boss, you don't have a business, you have some kind of hippy community or whatever.
The DM does most of the work, offline, to find / create / modify/ etc the adventures, NPC's, plot points, etc etc. The DM usually resolves problems on and off the table, maybe with help from the other players, but ultimately the DM almost always is 'in charge'. It's not a collective, it's a hierarchy, and the DM holds the 'top position' by virtue of the role they play at the table. That doesn't make them a dictator, although 'benign dictator' is a fair analogy for some people.
Certainly a good DM listens to their players, and everything they do, is designed to help make the game fun for everyone (DM and players). If the DM doesn't listen, and annoys the players enough, the players leave. I've personally been a player in a campaign that we gave up on after only a single session, because what the DM wanted, vs what we players wanted, were simply too far apart to resolve. We tried to reason with the DM, but he just didn't "get it". "The Boss" lost all his "Employees", and his "Business" fell over. It's a rough analogy.
I'm not using the word "Boss" to say the DM tells everyone what to do, but yes the DM is, ultimately, in the chair that makes or breaks a D&D game. If you're lucky, good employees can get away with an incompetent Boss", just like a good group of players might get away with an incompetent DM as long as they have some level of self-awareness on that. But it's more likely that a bad boss / DM, will ruin the company / game...