>>1) I love your ideas about co-op and dialogue system, but how do exactly dialogues work in single-player? I mean, you choose a character and the other one takes his/her own decisions independently? You take decisions for both characters or what?<<
It's up to you - you can pick a primary party member, and opt to have the AI make choices or disable it. In the latter case, the personality dialogs still take place to further the storyline, but the quest decision making is always as you want it .
2) In Ultima VII you could make your own bread,your own sword and a lot of other useful items, but the great thing about that game, in my opinion, was the way its quest design asked you to make/use/examine those items. You know: world interaction is meant to be functional to quest design, otherwise is meaningless, at least for me.
So what I'm asking you is: in OS we're gonna have an adventure-like quest design like in the later Ultma games, or a combat-focused quest desing like in the 99% of the modern cRPGs?<
The idea is definitely to involve the item interaction in the quest design. I'm always amazed how people who didn't play the original games now consider that to be a novel approach