(I was out while all of you replied, so I didn't have a chance to reply individually).
I would not make your first game a procedural generated game. If you lack any experience with game design, you will create a game that's bound to fail. Sandbox and Procedural generation will not survive on it's own. Sure it sells well enough, because players are trying to find something that looks different. But when people start noticing that there's not much meat to it, the popularity of it's game will just run face first into an indestructible wall.
Also, what good is a massive land, if there's nothing there to catch the player's eye? This is another issue I find a lot of indie games are not actually thinking about. They make these open world survival games, but these enviorments are unimaginative, left completely up to a random generator, or slopped together. but the enviorment tells no story, shows nothing about what this land was like in the past. Has nothing that's forboding about it. No giant skeletons of some massive creature. No corpse of a massive creature that got mangled by something. etc.
No Ruins. No civilization. The animals don't even behave like animals, they're just interested in running their foreheads into you repeated. The list goes on.
It's like no one sat here and thought about what made Fallout and Elder Scrolls stand out so much. The worlds were alive, and were carefully hand crafted. Every square inch told some story about the land. And there were such miniscule details that were put in, that it added to the greater picture. Skeletal hand sticking out of the muck holding a sword. a bunch of skeletons piled up against the door, many of which have shattered fist. Skeletons lying in bed and embracing each other. A child's skeleton with a pillow over it's head.
Massive ruins embedded into the side of a mountain, with both ancient and newer items inside it. Burnt out torches, and freshly lit brazier's.
Just... trust me on this. This project should not be the first one you do.
It's actually not going to be my first project. I actually plan on getting this developed either through a studio I joined, a studio I found, or simply outsourcing it to another studio (the game is actually part of a larger franchise that starts with a series of original English-language light novels that I am currently writing. If it does get famous, at any time, I could have an adaption made).
That being said, it's still a far-off project, though unlike every other time I actually have a plan to get this made.
Mind telling me the specific reason?
In term of budget estimation you are way too optimist, as says Tangletail.
- Budget: for a game with the graphical fidelity of FFXI on a high-definition emulator, a total size (from all the game worlds added up) about 43 square miles big (30 of said 43 square miles is procedurally generated), partial voice acting (mostly for main characters and special scenes), and a customization and character progression system leagues deeper than any TES title, is this a realistic estimate for how much the game will cost to develop?
For your expectaction count at least a medium sized team (so 20-30 people) multiply it by an average salary of 2500 euros (average salary of a programmer) to have a (really) rough estimation of the cost, by month, of your game. And this is only the salary of the people, without taking into account the tools and the marketing. So yes, $100,000 may be a little light.
- Day/Night cycle: I believe a common complaint for this idea is that some will feel as if this is like playing two games at once. Even though I plan to elaborate on this later, do any of you think this way currently?
This is a good idea, in my opinion. If you manage to make the feel of day and night really different and not just a loss of luminosity, it is an interesting feature.
- Dialogue system: simply put, Is in interesting or refreshing?
Interesting? Not much, how can you talk about thing not related to environment? Refreshing, not really. The dialog mechanic is not as important as the actual dialog quality (except if you have a good AI which can talk inteligently (use different dialog lines depending on what happened, his status, player's reputation, etc...)
- game world: created due to budget constraints, the game world is not what makes this game a sandbox RPG (that would be the mechanical system, to be discussed in a future post). that being said, does anyone like this hub-network idea?
If you have a well crafted hub, and the other area are some kind of dungeon, it can excuse the lower quality of the procedural area.
- was something to vague or just left out? point it out.
I would like to hear more about the combat system.
The dialogue system actually can include characters (for example: You hover your cursor over the immediate conversation partner and three button icons show up. Press X to flatter. Press B to get serious. Press Y to compliment).
Also, the combat system is going to be in a later thread. I split this one up to avoid information overload for both myself and my readers.
Well, in light of the comments regarding the budget, I do plan to increase it, though it is staying under 900,000$. Costs can be saved through using pre-made assets; given that Unity is going to be used to create Somnion, it would be easy to find these due to that engine's community and level of support.