ksaun
Arcane
Yeah, this is probably going to be like Torment without all the filler combat. I'm sure that fills some people with joy, but Torment would feel really weird to me pacing-wise without that combat.
We also have some concerns/curiosity about how the absence of filler combat affects pacing, too.
Wow. I'm hoping that they've got some iron discipline in prioritisation, and are sticking to a reasonably smallish gameworld, as this is starting to sound tremendously ambitious. Aiming for viable zero-combat runs, with multiple options for EVERY crisis, in this kind of game is a different league of ambitious compared to Deus Ex style games, where non-combat is 'just' a matter of implementing and designing around a stealth mechanic (scare-quotes around 'just', because that's still quite a design challenge). Ordinarily, I'm massively impressed by 'multiple options' in this style of game if they apply only to a well-placed smattering of specific instances. PS:T and FO are good examples - lovely reactivity when dealing with significant NPCs and quests, but no rat diplomacy or speaking your way past the general mooks. Obviously it would be better if you extended that reactivity to everything, but that's the kind of thing you just mentally write off as a necessary compromise due to the insane resources it would take.
If they're seriously going multiple options and non-combat solutions for EVERYTHING (assuming that doesn't just mean stealthing past all the content), that would quite possibly be the most ambitious crpg design ever attempted. Could be amazing if they pull it off, but I'm worried it might turn into an Alpha Protocol.
I'm also not sure if it's wise to make that kind of promise mid-development. Nobody would seriously complain if they struggled to implement it and had to cut it back to 'only' PS:T levels of reactivity - except for the fact that they've come out and declared multiple options for every crisis as a core goal. It's also the kind of promise that warps fans perceptions of a game (and I'm including myself in this). When you've been promised this in advance, things which should rightly be mind-blowing, end up feeling like standard mechanics, where you feel disappointed if they don't work, but without that 'WOW!' feeling when they do work.
Yes, it is a little risky to talk about such things. At this point, we're only discussing what we're intending - we can't responsibly make promises about the end results for Crises at this stage. Thus far, what we've described for them feels realistic. As Infinitron noted, the number of them will be quite finite. (Overall on Torment, we're emphasizing quality over quantity, but it can still be hard to keep in check everyone's natural wishes to do more and there does need to be sufficient quantity, too.)