assertion 1:
"This is not PE or Wasteland2 - "let us do it on faith and we will tell you the details as we go and invent stuff" kind of a deal. That particular ridge has been largely crossed over by now."
I don't see why it is any different from PE or W2.
WL2 is another Wasteland game from the creators of the original. PE is an "IWD meets Torment" game from people who made both games. No doubt whatsoever in their ability to deliver in both cases.
Torment is a different story (especially in light of the dialogue samples in the WL2 video). It's an iconic game and to simply say "we're making a Torment-like game, yay!" isn't enough. Torment's main and probably only strength is the quality of writing and storytelling.
WL2 and PE, for example, can have average dialogues and still be cool games. Torment can't. It's much easier to believe that a studio can do tactical combat right than to believe that they can do engaging dialogues with just the right amount of philosophical undertones. Hence, the assertion.
argument 1:
"Especially because you are doing this so early, while Wasteland 2 hasnt come out yet or been presented in more detail then the recent video."
I don't follow this logic. If you backed Inxile the first time without specifics why wouldn't you back another project without specifics?
a) see above, b) it's like borrowing money - it's much easier to get twenty bucks from a person when you ask him for the first time than when you ask him again, while still owing him the first twenty. Some people frown upon such practices.
c) skepticism. It's common in the industry to use money given for project B to finish project A, hoping to use the revenues to pay for project B's development. While it's a sensible approach and nobody here would mind more money going toward Wasteland 2, some people might frown upon that as well.
Most of the specifics you are requesting they almost certainly don't have yet. I've never made a computer game, but I would imagine that it could easily be an iterative process, much like writing a novel. So what's the point of promising certain specifics and then just changing them when playtesting reveals that they don't work.
Well, I'd prefer to see a certain vision, even if some things wouldn't work out and be replaced by something slightly different, than see another "it's gonna be cool, trust us!" Kickstarter.
And like I said, it's Torment. It's one thing to say 'guys, we'll make a tactical RPG but we don't have exact details just yet but I'm sure we can do something cool', it's quite another to say 'we're making a Torment game, we don't have much to show but I'm sure we can write something cool.'
argument 2:
"Torment is not combat centric either so there is much more important stuff to cover and present."
Why do you say that T:N is not combat centric? Are you buying the false dichotomy of good combat / bad story or bad combat / good story being the only options? I don't buy that it is a zero sum game.
Anyone played Torment for combat? Anyone praised it? If the game didn't have Avellone's writing, it would have been another Lionheart. Sure, it had plenty of combat and plenty of grinding, but the writing made it worthwhile. You fought and gained levels not because it was so awesome but because it unlocked new areas, new conversations, etc.
For a story heavy game skilled writing is critical.
Precisely.