Since the game is still being researched the amount we have done to date is not totally relevant. How can you critique "how we will use the setting in a realistic way" - since the only thing you have to work with is "fallout like" which means "not a hell of a lot". I am EXTREMELY concerned about the realism of this game - and you are commenting on decisions of devleopment that haven't even been proposed let alone made.
Did it ever occur to you that the size of the MARKET for a FREE game is not particularly a big concern for the developers?
I mean OHNOES I sold only 200 copies for $0.00 rather than 2000. We are going to make a game we think is cool and would like to play. We think other people might find the game fun too. The number of people who appreciate art is not the sole metric of sucess!
Yeah but those are COMMERCIAL games. They have to PAY PEOPLE to work on them, they have to MAKE MONEY for their parent corporations.
Why would this apply at all?
An actual issue - which you didn't even bring up - is that any game that's based in a real world location (be it California, DC, or Timbucktu) should have at least a couple "local cultural" experts... if not you get a "San Francisco" like in Fallout 2. I live in San Francisco, and the version in the game is wholly unlike my home town. So this could be a problem... but not an insurmountable one, or even a medium sized one, at this stage. We do have some contirbutors from Finland so far. I'm sure if we make a cool demo we will pick up a Norwegian, Dane, and Swede along the way. Those dudes have nothing better to do all winter than work on some indy OS game any how.
That would be insulting if it didn't apply to oh, 99% of all FOSS games. Frankly *I* don't expect it make it out of demo state. I hope that it does, and I might even be a little disappointed if it crashes and burns, but what the hell... PRODUCT is not the only reason to do something.