I feel like you're maybe on the precipice of just starting to use "heroic" to mean real-world "heroism" (i.e. 127 Hours, climbing Everest without oxygen, etc.) not what's meant here by "heroic".
That is what I'm using it as, and is central to why that lightly pushed a button. I didn't really want to open up another can of worms on the subject of genre emulation but I may as well note that I don't consider their reasoning (as listed where Heroic is defined relative to them) to be all that sound.
In movies you don't (always) see these things because a movie has a time constraint it has to adhere to, and often the
specific fixed narrative being told simply doesn't necessitate significant screen time be devoted to these things, and even where it is, what gets evoked by these scenes doesn't necessitate a lot of screen time.
I find genre emulation, which the Heroic definition implies is a lot of whats supposed to be happening, tends to miss
why movies are like that and never questions if that reasoning applies to a game, and if it does, if it does so in the same way or to the same degree.
In games, we aren't merely a passive audience. Games are interactive, and so as players there's fundamentally a lot more time we directly spend with more "minutia" in a given depiction than we'd see in a film, a book, or a comic. Its just a part of what makes them interactive; through whatever actions the game permits, we need to be able to interact with the "gameworld" as presented, whether thats a chess board or an elaborate fantasy world, otherwise we're not really playing anything.
This doesn't mean that certain things, like having to eat or dealing with a light source or what have you
have to be meticulous or take up disproportionate
playtime, but it also means we do sacrifice the games potential for interactivity by too heavily abstracting or eliminating these elements.
Most RPGs that had these rules didn't really get that, and there's not very many games out there that try to do those ideas differently, especially given so many are just perpetuating the use of the same exact rulesets.
But anyway, where I get pushed is when the term "Heroic" is used in a way that precludes other interpretations, such as the one I noted where overcoming challenges is Heroic (which, fwiw, is a more intuitive use of the word), rather than the more nebulous interpretation where Heroic seems to be a stand-in for abstracted, or even just plain absent, and doesn't really have much to do with any notion of heroism.
I think they'd have been better off just combining the Heroic and Cinematic sections together and skipping the Heroic description, as Cinematic I feel is more accurate to what they're trying to say.
(Which I'd still take issue with as much of what I've seen so far is still just 4e and 4e doesn't at all scream cinematic, but thats neither here nor there. If it stays as is through to release then it should be good fun because 4e was fun)
Plus, Id say its a bit of a trap they're setting for themselves by relegating these ideas to specific adventures. If 5e has shown us all anything, its that what you make a part of the Core rules is what the game is about, and anything superflous to that is going to be lacking.
5e for example ostensibly assumes a Hex crawl for much of whats left of its Exploration pillar, but you can only really tell if you deep dive and cross examine the system with its older playtest iterations. For most people, 5e basically doesn't have an exploration pillar, and adventures like Tomb of Annihilation don't really change that (or indeed are even criticized precisely because it doesn't blend well with the base game).
So MCDMRPG is going to have the same issue, as I'd take a guess and assume they aren't going to put extensive effort into what would basically be a Rules expansion, if its to actually be at the same quality as the base game and designed to integrate, just to sell an Adventure. Basically nobody does things this way, and I don't see them doing it either.
Presumably given those initial blurbs it won't be
as bad as 5e, where it talks up Exploration as though its supposed to be there when it isn't, but its still going to cause a lot of the same dynamics.