And so on, and on and on. I am through it though.. At this point we can just hope my fears are completely unfounded: they know exactly what they are doing and that they will deliver exactly what they offered in their marketing. Because when was the last time a major dev failed to deliver what their marketing promised, right lads?
Ah fair enough, to be honest I doubt you'll see a proper fully realised explanation of any mechanics till they actually get to work on implementing the mechanics. If this game's development follows WL2's model then the first 6 months will be design and I doubt we'll get anything clear till after that.
But you know that exactly strikes me as odd. You average Jonny has to show half of a game ready before he gets the funding on Kickstarter. They cannot, because the scope of their project is too wide - that's understandable. However, the design part is (relatively) the most inexpensive, but also very time-consuming. So it stands to reason it should be done before the kickstarter campaign began, so they know exactly what they are going to do and to provide the backers with something. Well, they did provide us with marketing, alright.
As it is they know they want to make BG2 clone with compelling mature story, a tactical RTwP combat with 11 classes, a 12 level mega-dungeon, enchanting, a stronghold and two cities. Also they know they have to insert 80+ unique NPCs from the campaign funders, at least 4 parties and 4 inns that have to blend seamlesly with the game. Also most quests should be allowed to be completed in a number of ways, and it ought to be possible for a single character to beat the game without companions (despite the tactical combat). Also they said they would do all that in approximately 18 months. Without a familiar game engine and no ready assets.
I see so many ways this could end up in a typical clusterfuck (just look at Obsidian's track record), and not a single one that could alleviate my fears. That's why a plan, a vision document would be in order - to prove to us their promises are not written on water, and that they know how to string them together. As it is, they are going to start with the design process now - which will consume a lot of their time - while artistic, coding and user-experience teams will do, I don't know what. Probably banding together designing the worthy successor of NWN2 user interface. Or worse, they will get to that point 5 minutes before the end of countdown, because they couldn't work on it without a plan. Ehh...