cydereal: HiPhish: I can see how comparing Descent's visual style to ours would leave you feeling like ours was busier. Our tools will let players go for the most accurate Descent mod they want. You can use simpler, lower res textures and change the movement properties and so on to get the game where you want it.
Resolution is not the problem, quite the opposite, I like good resolution. It's just when the game gets to busy with sparks, flashes, camera shakes, blood effects and all that fancy stuff. But on the other hand I'm not your main audience, so take my opinion for what it's worth.
cydereal: As far as story, we'll have an objectives list on screen and everything else can just be ignored. We're working on voice acting, and it looks like it will work for us, so when we have something we deem "unskippable," you can fly past the node that gives the audio, ignore the node itself, and just listen to the audio while you get on with business. I'm totally aware of TL;DR as a problem in games!
That sounds just fine :) the problem is not TL;DR, but games that force you to sit down and watch some bad story instead of playing the game because some designer thought he had a genious "vision". Or the alternative way where you can still move and stuff but you have to sloooowly follow someone or sit there and wait for the NPCs to do something.
I liked how they did it in the original Portal, the story never interfered with the gameplay, GLaDOS was just teasing you in the background. You never had to stop, sit down and wait for her to tell some stupid joke. In RPGs there are often books you can read and that's great. Sometimes I feel like reading a book, sometimes I don't, I am never forced to do so. Some sort of radio transmission which starts when you pass a certain point and then plays without stopping you would work great for a flying game :)
I guess I was just afraid of this turning into another "Indy" game that looks like some kickass old-school game but turns out to be more pretentious "story" filth than Other M.