To a large extent, people's expectations do not align with what BioReplicants actually does. Our eventual goal is to meet those expectations, but in the meantime there is a very tricky problem of explaining what our system actually does for them. I think that will continue to be a problem, exacerbated by the fact that on the surface, we seem to be competing with NaturalMotion's Euphoria product, and in fact we've encouraged that misconception.
In truth, it's not the case. We aren't doing anything like what NM does internally, and all we're really doing is trying to solve the same problem every game has to solve. Everybody wants realistic, varied, complex, and reactive animations for their game. Everybody! And frankly, they don't need Euphoria or BioReplicants to do it. There's at least three GDC talks this year on the subject. That's why it's important to step back and look at why middleware even exists.
The rest of this post is at Ventspace. Probably one of my best posts in a long time, actually.