Eh. If we take the original medium post at its word, then it's very clear from the start that this is a Grade A Moonshot where a bunch of "idea guys" want to create a super-ambitious game with 99.99% chance of failure.
The fact that industry veterans were kind-of on board as weekend brainstormers doesn't change that fundamentally this was two dudes with zero experience and zero programming skills and zero money setting out to make a new Daggerfall, and there was nobody in the original team who had both the skills and the willingness to spend time actually creating any content.
It was during this time that Stefan (a video game journalist/agent working primarily within the mobile gaming market in the UK) reached out to me via email with the idea of actually starting an “Elder Scrolls” successor with Julian LeFay at the lead.
Julian said he was reluctant to commit to an RPG project like this on top of his day-job, but then proceeded to ramble about game design ideas for an hour or more.
The first major problem with building the game was, of course, the logistics. Who would actually put their shoulder to the wheel, coding, drawing, animating and building the game from the ground up?
That's all you needed to know that this thing would need some lottery wins to get off the ground. Now, in the history of gaming, such lottery wins have happened, and people did bluster and bootstrap their way to success in a few cases. But most of the time the moonshots are going to crash hard.