The thing with Storybricks is not so much that we were trying completely new ideas or inventing new technology, but that we were mixing some tried-and-tested ideas together in a new way.
- A visual interface for declaratively defining NPCs, NPC roles, and factions (this was the 'bricks' part), giving them traits that affect the sort of things they want to do
- A mood and memory system for modifying their behavioral choices based on recent events
- Utility-systems for choosing behaviors based on the situation, mood, and character traits (we used something like Dave Mark's 'Infinite Axis Utility System' for that; he was contracting for us)
- Planning systems to make more complex behaviors available, especially regarding faction-wide objectives
- Running AI on a separate server so that it could scale independently of player load
Some of these things were lost in the attempt to port things over to EQN (e.g. the visual interface; NPCs had to be defined via the database tool which was painful), some got watered down (e.g. choosing behavior isn't that interesting when your only choices are Move, Use Combat Ability 1, and Use Combat Ability 2), and some we were still prototyping when the contract was ended (e.g. the high level planning stuff).
One day I hope to get all this stuff into a small game, because I know it works. But, it takes time, and time is money.