Another great post. Thanks for the effort! If it hurts me to read that wall of text, it must hurt you even more to write it. I really appreciate the effort, though.
Anyway, to clarify, the OP is meant to be short. Partly because I still have some things to work and balance out, but also to keep it easy to read.
Hey, np. I see you clearly have passion for this and that is greatly appreciated. <3 I would love to help you on the road to more clearly defining your idea through this discussion. That said, I will use this post to drive my point further home as I believe you missed some of the points I was trying to make.
I won't expand on everything as there is simply too much in your post, but I will elaborate on the ecosystem. Think of the past few Far Cry games. They have a fairly simple ecosystem with predators hunting prey and all. Well, imagine it taken to the next step. What if you have all that but further expanded? I would think of it as being part of a National Geographic documentary. You can watch as a Tyrannosaurus ambushes a pack of wooly mammoths for instance. Also, I was thinking that the large theropod dinosaurs could destroy towns and villages and you have the choice to help or ignore. Your choice will affect the game world in the long term.
What if I haven't played Far Cry? That would be a problem, because then I wouldn't know what you meant. If you want to sell your game idea, then describe your idea in your own words. How does
your idea work? Don't say 'well, this part is like X, and this part is like Y'. Don't assume people know X or Y. Your pitch for your idea should stand on its own. What is
your idea, how does it work, and why is it cool? And again with the broad and vague statements; what specifically do you mean by 'taken to the next step', what do you mean by 'further expanded', what do you mean by 'think of it as a Nat Geo documentary'? Tell me specifically how it would work and avoid vague language like that.The same goes for 'I was thinking... destroy towns' and 'long term consequences'; How would they destroy towns? Are all environments destructible? What effect would this specifically have? If this happens dynamically, how do you prevent all towns from being destroyed before the player even reaches them? How would a player know something is under attack on the other side of the map? Seeing as this is an RPG, what if the beast is simply too strong? Does the player lose the town forever because he or she was not leveled high enough? What exactly do you mean by 'long term consequences'? Etc.
As for the tribes, they have their own traditions and beliefs with their lifestyle reflecting their living conditions. I'm going to use The Witcher 3 as an example. The smaller tribes are more akin to White Orchard while the largest tribes live like first class citizens in Novigrad.
But what are those traditions? How did they come to those traditions? Why are there 15? How do they interact with eachother? How do I interact with them? Are they important to the story? If the towns can be destroyed, can the tribes inhabiting them be too? What if that tribe was important to the story? What if I haven't played The Witcher 3 and still don't understand what you mean? If it's just like another game, what makes your use of it unique or interesting? Etc.
To add even more, I have not thought up a story because I was thinking of nailing the core mechanics first. 25 hours is merely an estimation or target of how long it could be.
So at this point, 'the story is 25 hours long' doesn't mean anything. It's not really based on anything. It doesn't get me excited. It doesn't tell me what your game is about. Perhaps it would be better if you would focus on describing a single gameplay slice, one single scenario instead of trying to broadly and vaguely describe every feature you would want. Describe to us one specific scenario from start to finish. Start with the player in some location, then have them go to a town to accept a quest. Describe the actions the player takes. What do I do, why do I do it, how do I do it, and why like that? Describe specific gameplay interactions. Describe what the environment looks like. How do I navigate through this environment? What do I encounter in this environment and how specifically do I deal with it? If I get in a combat encounter, describe specifically how such an encounter would unfold. How do I know where I need to go? When I arrive at the town, what exactly happens? What actions do I need to undertake to accept a quest from an NPC? How do I know an NPC has a quest? Can I refuse the quest? Can I fail the quest? What is the quest? Does it go into a quest log? Etc. Ad infinitum.
Create several of those gameplay slices - in detail - for yourself. See what works and what doesn't. See what is too big to be applied to the whole game. See what elements are most interesting and iterate on them.
Ain't got guns in the 1800's, bruh
But they did have guns throughout the 1800s though. Things like these are exactly why you can't just throw a broad statement out and assume that everyone will know what you actually mean by it. Be specific. Don't assume people know what you mean.
Don't explain by comparing to other games. People may not have played those games. Explain how
your idea works, why
your idea works like that, and why
your idea will be great. Again;
What exactly can I do and why would I do it?
How exactly do I do it and why like that?
How do you prevent me from breaking it?
How will you get this to work?
As I said in my other post; if you want to make this work and if you want it to be taken seriously, you need to put a lot of time in working out the specifics. Sketch, make prototypes if you are able to, write, whatever you can do to bring vague and broad ideas down to specific, concrete elements of your game. Describe slices of gameplay, plan out the workings of the mechanics, find out what your main gameplay hook is, detail the progression, etc. Do that
first. When you have a well thought out collection of sketches and prototypes and descriptions and mechanics, then you have something you can share with someone and have it taken somewhat seriously. Right now it feels like you are just expecting everyone to fill in the details themselves and that is not a way to successfully present your idea.