but there is a lot more on top of it
So the pitch goes like that:
We have the feature set of a Generic Zombie Game and a lot more on top of it, which makes our game totally Ungeneric. As a marketing person you probably realize that this is hardly the best way to market your Ungeneric project.
A game where dialogues play a large role is not just some dungeon crawler with dialogues on top of it. Take Icewind Dale, Baldur's Gate, and Arcanum. Each game has a different level of 'social interaction' and it shows. You can't say that Arcanum is just Icewind Dale with some dialogues on top of it. The dialogues are the core of the game, even though there is plenty of combat in Arcanum.
That's what the 10,000 lines of dialogues are for.
But there's no info how exactly they will be used mechanics-wise. WoW has more lines, it does not become a superior RPG because of that.
Never played WoW, so I wouldn't know. Anyway, that's where that previously discussed part, of Brian being a good writer/designer, kicks in. You can either trust him to write a good story and dialogues or not. If not, cool. If yes, what are we arguing about?
Anyway, PAX is in 2 weeks and there will be plenty of demo impressions. It's not my game and I'm not a DS spokesperson, so I can't talk about it and a hypothetical discussion would only get us so far. What if Brian can actually make a game? Would it be a good game? Would it be more like Icewind Dale or more like Icewind Dale 2?
Noboy is talking about randomness here. All characters and creatures are driven by their own goals and unique perception of the world. All have complex behaviours and react to every circumstance. Random events can not produce a good story. Conflict of characters with well-defined and different goals and motives (at least theoretically) can, that is exactly how we craft hand-crafted stories - define characters, give them motives and goals, drive them into conflict and see what comes of it. It is very hard to make such things procedurally, but this is one of the most important problems in game design, and it is well worth all the effort to solve it.
It's impossible to make anything good procedurally (story-wise). It's quality vs quantity. If you want quality, you get a good writer. If you want quantity - a game with endless quests, you get a good programmer and go procedural.
It's not enough to define personalities, and goals, and motives, and everything else. A good story is more than that. Take The Game of Thrones. The first book is great, because everything happens in the right moment as if choreographed. The events are the result of circumstances, right twists and turns, and most importantly, things brewing for a while, long before the in-book events took place.
Then the events play out and we hit book 4 and 5 where nothing of value happens despite all the motivations and goals and such, because cool things can't happen all the time, so Martin treats us with a detailed description of things between the things.
Now the SG guy gave an example of a complex quest where a bad guy sends his thugs to kidnap a maiden, but you can see the thugs and steal their weapons thus aborting the quests and see them later searching for the weapons. The retardness of the situation aside, let's say you play this game, stumble upon the thugs and kill them. The quest is aborted, but you have no idea what happened. For you, it's a meaningless fight. Before you say, but C&C, no, it's not a good example of C&C because there was no choice there and you have no idea what you've done.
Let's go back to the Game of Thrones, for a moment. Would the story be as good if you stumbled upon Jaime and killed him before he had a chance to fuck his sister and make a few kids? Then nothing would happen.
Back to SG: you can rescue or kidnap the maiden and maybe keep her for yourself or give to the bad guy. Now, these 3 options: give her to her father who is some noble, give her to the bad guy, keep for herself, are options with far-reaching consequences. At least there should be far reaching consequences and unless you simply go with 'red shirts vs green shirts', changing the land's ownership to you, the noble, or the bad guy, programming anything more interesting would be next to impossible, because even a good writer would have to think long and hard to figure out what these consequences should be and how to make them meaningful, interesting, and tie them with other events.
That's why I support Bare Mettle.
Then I hope that you will not be disappointed.
his thoughts on story and character system are silly at best.
Because
if it is sandbox, it is not a proper RPG and
if it is not turn-based, it is not a proper RPG?
Why? I love sandbox RPGs and while I prefer TB, I don't mind RT games at all.
I quoted his thoughts on story and mechanics already, in this very thread, so please spare me from doing that again.
Not to mention that whether or not an average computer would be able to run his game when there is more than an empty dungeon and generic wilderness in it remains to be seen.
This is pure speculation.
Not really. You don't think that he's the first guy who figured how to do layered clothing and realistic furniture, do you?