Even if I had the coordination and desire to try such a combat system, my wrists would not last nearly long enough for a 50-100 hour game (unless I took 200+ days to complete it). The tendons in the back of my hand got sore after playing I of the Dragon a few hours a day, and that was just using the up, right and left arrows to fly.
I can't compare with 'I of the Dragon', as I've never played that game (I'm a family father with a currently expanding number of kids, so I don't have much time to play anymore

), but I can compare with DD for you. In terms of clicking-rate, I personally feel that ED will be much easier on the hands than DD was.
What's more, please don't forget that ED will not be a combat-only type of game. There will be enough story and dialog as well as beautiful scenery to enjoy while giving your hands a rest

You have not revealed much about combat...
Unfortunately, we can't. Trust me, as one of the programmers who worked most on combat and combat-related features, I would like to tell you all about it, but our hands are tied and our lips are sealed. For now...
The way you choose to market the game will have a large impact on people's first impressions.
Of course, you're absolutely right there. We
have to label this baby; it's just the way marketing works. But that's what I find so sad. The reason I said this was not to criticize, but to philosophize about how our business (and, actually, all businesses and commercialization these days) work. Everything has to be labeled and categorized, ready for instant consumation. But I'm getting

and

again, and everybody's probably

by now, so I will shut up once more
PS just so you don't forget, twitch based combat sucks.
We definitely won't forget
