Can't really think of any question right now, but I want to take the opportunity and offer Dan my heartfelt thanks for all the hard work he and his team is putting into KC:D. While I do have some gripes (like the as yet unknown fate of the Linux port), I must say that I am really impressed with the level of professionalism on display and all the innovative and ingenious ideas, not the least of which is the focus on realism and historical accuracy.
Which maybe actually begs a question, or two: since it only seems a small step from existing open world cRPGs to one grounded in reality, why has nobody done it before? I mean there have always been more and more accurate computer simulations of planes and cars and whatnot, and even fantasy RPGs have their roots in realistic wargames. Are developers too cautious because of the risk involved with trying something new, or is the prospect of letting ones imagination run wild in a fantasy environment just too tempting?
How do you deal with the restrictions imposed by that choice? What was the feature most dear to you that had to be sacrificed on the altar of realism?