Psyringe: The technical side looks interesting, but isn't really important to me. What I'm wondering about is how they are going to create this rich, complex setting they are talking about. They don't have a single person ion their team dedicated to writing, quest or character design, or similar tasks. They don't seem to have done professional story design before, otherwise they would have mentioned it. So far, I'm not convinced ... the presenter comes across as a tech guy who underestimates the difficulty of actually creating this dynamic, believable world he's dreaming of.
ET3D: I remember a comment saying that two of the guys have writing experience.
Besides, you (and BadDecissions) have got to be kidding me. This single programmer created an engine that looks incredible, the team created a good looking world based on it, there's a combat engine, monsters, and you're still treating them as if they're nobodies who have not proven a thing?
I'm not kidding you. I just described what I'm seeing. And what I'm seeing is a pitch that presents some interesting technical tidbits, goes through great lengths to celebrate things that are considered standard tools for such a project, and completely fails to tell me what kind of world and story they are going to create and (most importantly) who is supposed to do that, and how.
The presenter goes through great lengths when he talks about shadows or clouds, things that I regard as completely insignificant for my enjoyment of a game. But whenever he talks about the actual story, he gets extremely vague, and hides behind marketingspeak like "dynamic world" or "total freedom". These are buzzwords that sound nice, but don't tell us anything - they need to be fleshed out with concrete examples. And the presenter completely fails to do that, he rather talks about cloud reflections.
He also sells his editor as a great achievement, when in fact its functions are industry standard for about a decade now. Yes, it's certainly nice that he can edit terrain on the fly, and move items around in the gameworld. And it's impressive if he really programmed that all on his own. But the TES Construction set for Morrowind could do that (and more) 10 years ago already. And, frankly, how _else_ would these people go about creating their world?
Speaking about Morrowind: That _was_ a game with a rich and diverse history. And to bring that history to life, three quest writers and one lead designer were working exclusively on this part of the game for several years. And they already had a rich lore basis to build on, from two previous installments of the series. And lots of the background material in the game weren't even written by the dedicated writers of the team, but by beta testers. As you can see, creating a rich and dynamic history takes skill, effort, and manpower. Now, what does the presenter of this kickstarter project have to show in this regard? Five people, all of whom will be busy with various technical tasks, who apparently hope to create their "rich history" somewhere in between. This simply isn't very convincing.
ET3D: Sure there's a long way to go from this to a full game, but I think it pretty much proves that there's attention to detail and all around capability.
There seems to be a lot of attention to detail that's going into minute technical aspects that are of very little importance to me. So far, I'm seeing not a single bit of detail about the things that I _do_ care about - story, background, lore, actual gameplay. All that I'm seeing in this department are pretty, but so far empty, buzzwords.
If the presentation is convincing enough for you, that's absolutely fine. For me, it wasn't, and I explained the reasons (and now explained them again). I'm not quite sure why you think that I "must be kidding" you.