the complex adventures of the Elder Scrolls
That' s a matter of opinion. Skyrim is known to be "a mile wide and an inch deep". Same could be said for Morrowind, Oblivion, Fallout 3, and Fallout New Vegas - i have them all. Bethesda is not known for their quest writing - except perhaps in a bad way.
. If you are unfamiliar with any of the titles above, I would suggest you to search for gameplay videos on Youtube.
An explanation of the feature as well as a reference to another game that someone may or may not be familiar with would help a lot. some of us don't have time to research games just to understand what you're talking about. We have our own games to build.
As for feed back,
the design sounds ultra cooking cutter. yet another console storyline adventure rpg thingy. done to death and over again.
The game is filled with randomly generated side-quests that will keep players busy for countless hours.
only if they are good.
As Jozef, you will explore and liberate the land of Nueva Liberia
and what if you don't want to? what else is there to do in your "open world" ? Try playing skyrim without doing ANY quests, and see what there is left to do in the world - collect houses and horses?
Compelling content is whats required.
And a goal. Either determined by the player, or given to them by the game - but NOT forced upon them - open world - remember? The PLAYER decides what to do, not the designer. The designer's job is to create an interesting world for the player to interact with.
As for the scope:
I assume you're not making a proceedurally generated world. I'm currently working on a FPSRPG / person sim (think syrim meest the sims in first and 3rd person views). the game world is 2500 miles across - the size of north america - but its proceedurally generated. I'm a solo dev, working fulltime / overtime. the game will take about 3-4 years. and i've been writing PC games for 36 years now. to give you an idea of sizeof(the game):
50 types of monsters with unique models.
300 types of objects including 65 weapon ammo combos and a couple dozen types of armor.
50 skills with exp in each.
thousands or tens of thousands of actions. there are a couple dozen different resource types for gathering. all items are craftable and repairable.
All that said, with respect to your idea, for fans of the standard fare, its sounds like a good game. Its just a matter of how fast you can build it. As you can see from the responses so far, most folks think its a bit much for one person. I'd tend to agree. Even with an engine and assets ready to go, it would still be a year or two full time i'd imaging, and thats if you've done it all before - as in "been there - done that". I would not spend 2 years of my life on a title that is so similar to other games. the odds of recouping your investment are low. Of course, if is just for fun, then go for it! Wasted time and money are not issues then. In fact, you might learn a few things that you might put to profitable use in the future if you ever decide to make a game to sell.