Ut,
To throw another perspective on the points you have made.
1) Storybricks can't do any worse than what we have and they know exactly what kind of story telling experience is out there right now. Sure, it may end up being less revolutionary than hoped for from all fronts. That doesn't make it a failure except to people that are expecting way too much compared to the current market.
Oh for sure. I completely agree. What I do not agree with though was from that interview when they are trying to hype up features and futures that do not exist. I know that they preface it with it is hopeful the tool does this or that, or what it might be able to do, but that's pretty dangerous. If they care about not overselling their product. Which they may or may not care about.
2) Storybricks can be a cost saving feature just because it lends a system just like Unity has a system for developers. Any time there is one set system where the developer doesn't have to create something from scratch, there is savings. Cost saved in one area can always be used in another and this isn't a garage development group here. I know your usual diatribe about the 'landed nobility' and maybe this time it just might surprise you. Who knows yet right?
Again, completely agree that it will be a cost saver for development. My problem is that it is one of the key points as to why to use the tool. I would hope they are using it for what it * could * theoretically become and the immersive components it would drive into an MMORPG world. It mostly comes from this:
Hearthstone dev invents stories that tell themselves | Polygon
The result, they tell us, could bring emergent narratives to games at a fraction of the cost required to make the next Walking Dead release.
I would rather they concentrate on emergent narratives and how they plan to do that, without selling it as a cost leader. In my jaded view point, that typically means, to me, a way to push a ton of fluff content and call it a day on a more automated basis without having to dedicate a team to certain areas and filler material; without taking advantage of what the tool "may" be able to do. Some people here have already posted about how it will be basic for SOE and EQ Next at the start because they have to learn how to use the tool properly. When I see this coming from Brian Schwab, that doesn't make a lot of sense to me. Again, being completely cynical and jaded, the first thing that enters my mind is the scapegoat process if features aren't or are there, and just haven't been properly implemented. Brian Schwab's quote below.
The aim of Storybricks is for the engine to be easier to use than current story-building systems ? something that Schwab relates to the game design philosophy seen in his earlier career at Blizzard. "We wanted to package this for usability," Schwab says. "It's like what Blizzard have been doing: It's about package and polish. You take a very sophisticated tool and make it a toy."
That philosophy, as you agree on point 3, should be SOE's main tagline in development as it stands when it comes to Landmark. Rather than that, we are hearing from Georgeson that they only expect about 20% of the folks that play Landmark/EQ Next to build content. Again, I definitely do not see it that way. If they build the tools properly and make it easy/fun to use, I would guess a strong majority would be invested. Again, the jaded Ut in me thinks they are already giving up on that front because they can't make it easy and start throwing out this 20% number.
Glad to see you here pushing your perspective. They can't do worse than the Elder Scrolls right?
Mot definitely not. Again, I give them kudos for attempting something new with an ability to have a lot of potential. I just see it as a very easy tool to abuse, and in this space, abuse of a tool over using it to fully flesh out a world on a timeline/budget for a title (EQ Next) with 3 stop/starts doesn't seem like (Historically) the best foundation for a major game launch using this technology.