- Too much content, do people really care about so many classes and so many plotline replays, which frankly, only the tiniest portion of people would ever consume?
- You focused on the quantity of the content, not quality.
- By focusing on the quantity instead of quality, you tricked people into this illusion of false dichotomy, that they will enjoy more content even if it is poorly realized, and in the process rendering yourselves as hardcore old-school developers who care about deep gameplay mechanics and story.
- Why not 6 classes instead of 11 ??
Do you really think that gameplay archetypes can be achieved if you shove as many character labels and "unique" spells as possible, instead of just dispersing various pertinent talents and abilities, properly implemented, across 6 classes?
- Ask yourselves; what is more enjoyable for the vast majority of people: creating highly polished reactive classes which visually emphasize how you lead and develop them in the gameworld, or shoving as much stuff as possible so you can say that the game has a lot of stuff ?
You actually are trying to put so much stuff in it that if you remove half of it, people would still think it's an epic RPG(of course, if it actually had production values)
- You completely failed at game development, this is not an interactive novel!
It's a video game, put some production values in it like you did with Dungeon Siege 3. It's frankly embarrassing how you let your standards fall to the ground by entertaining this ludicrous notion you got from people when they tell you that they don't care about animations and graphics.
Don't trust them when they tell you this!
They're confused because they're conflating categories and misinterpreting the nature of the product.
But when they actually start playing the game and everything feels like total crap because of those two foundational components(which most people can't pinpoint anyway) severely lacking, they will cluelessly let everyone know how much they have encouraged you to make it exactly like that!
Over 4 million dollars was more than adequate to make an enjoyable, epic, isometric, pseudo 3D RPG with high production values. Just stop listening to the incoherent nostalgia people; focus, polish, and streamline!