From your posts here and on Rogue Temple you are the one that's misunderstanding the problem
We totally understand you're creating an editor. We understand this editor can be used to define all the things you said: quests, materials, nutrients for food, and myriad other technicalities that make up the data for a complicated and complex world model. We understand there is no game. Just an editor to get a potentially super complicated world model.
The obvious assumption that we make is that all of this data will be used in the game itself. Otherwise there is no point in programming an editor to edit all of it. So, again. Everything you can specify in the editor is going to play a part in gameplay. If that is the case, then the point I and others have been trying to make regarding the game stands: it's more of an everything simulation, and less of a game. Sometimes less is more, and having a game that does everything just bogs down the player, who just wants to go in an adventure, and has to spend hours getting ready to have a supply of calcium, from cuttlefish bones, that he can only get by learning fishing for a few years and then going to a particular bay far to the north-east or whatever. Otherwise his bones will break. Or something.
What people still don't understand is that the editor will brew the game. It is NOT a simulation or a speculation, you are setting not part of it but EVERYTHING there is about parameters for the game to use. The only difference is that instead being hard-coding those settings directly into the game's main EXE or as secondary files (as traditional developemtn), I'm using an editor. If I do it directly over the EXE will it no longer being called a simulation? I honestly don't know how to explain it any better.
If I want to go on an adventure, I just want to make sure I have enough FOOD. Not calcium, iodine, protein, and whatever other stuff for my specific race. Just food
I fully understand that. And someone once said to me:, I just want to go on an adventure to hack& slash, I don't want to care about food supplies or having a limited inventory. It all comes down to our own needs and gaming style. Some love permanent death, others hate it. Regarding the nutritional value, it is not like you will have to carefully examine each piece of food every time you run out of supplies, because side effects will take time to trigger. You will actually have an option to buy automatically all supplies required for you party having into consideration all their restriction and needs. I just don't want a character to survive in the wilderness by just eating bananas for a month. Everything will be weighted so that no action burdens the player with boring tasks. These 7 years of development must count for something.
More over, you can set your character ready to embark on an adventure in just a few minutes. Why would anyone think it would take hours to prepare you character for an adventure? Unless you were considered giving commands to your character like breath in, breath out, move left leg, move right leg, take hand from the pocket, grab door knob, rotate the knob, pull the door in, and so on...
While the world will be extremely detailed it doesn't mean it will feel more cumbersome to play if done properly. The last thing I want is to let the player die of boredom.