If you're okay with answering these questions, how big is your team? Do you have an office space? I'm curious to know how many people it takes to create a game of this magnitude.
There are three of us working full-time (60+hrs/week), myself as a designer, writer, tester, and most importantly handling the business. There are a lot of deals to be made in order to make a successful project. On an average day I speak to publishers, banks, other developers, partner companies(Alienware, Nvidia, etc), distributors(Steam, GOG, etc) advertisers(Rock, Paper, Shotgun, etc), fans, YouTube personalities, etc. I have to manage the budget(barely under control) keeping employees and contractors on task, paying bills/wages and providing detailed guidance. Finally, I also work 30+ hours a week for my clients who all have games due soon, from next month until January.
I have a full time programmer and a full time artist. My artist actually also works for another game studio and a magazine as well. Then I have a team of contractors that I use for filling in the blanks. They consist of artists, a very talented composer, a studio engineer for sound effects, and a PR specialist. I think a game like this could be made by a two man team over the course of 12-18 months if one was a talented artist and the other was a gifted programmer and they both had a business background or education. They would both need to have 50-70 hours a week available and would have to have around $5-7.5k as an absolute minimum. Too many aspiring developers discount the need for a solid business background. Any project bigger than this one needs at least one full time business manager.
I have an office space because of my normal day job as a consultant, but the team is international. My artist splits his time between Mexico and Canada while my programmer lives in the midwest(US) and I live and work in New York, New York. There are games that don't need a team or a big budget, like 3079/3089/4089(soon!) that are made by one talented programmer in an iterative manner, meaning that he keeps making a similar but vastly improved game based on the last one which takes far less time and resources but is still no easy undertaking. The result is a very focused product line that varies very little but that gets a lot of polish as it goes from one game to the next. If you can't tell, I am a big fan of phr00t and other solo devs like the creator of Dungeonmans. I admire their ability to lock themselves in a room for months and crank out something that is all their own. I can't program well, create great art or music, but I can run multiple profitable businesses at once. Know your abilities and hire the best people you can afford. My only other advice is don't set out to make your dream game first. Make a few before it to raise the money and earn the experience you will need to make your dream project legendary. I'm probably 5 years from making mine.
Question from HopFlash
"And a question...
Do you plan internationalization?" Can you explain this question a bit more?