I think most of the AI goals Daybreak is shooting for are reasonable, but Storybricks was selling untested and unproven snake oil.
I have no idea what AI goal Daybreak is shooting for these days. Are these goals listed somewhere?
With respect to Storybricks: the basic concept seemed pretty simple in concept, no clue as to execution.
1. Instead of faction with groups, you have faction (let's call it "standing" to differentiate it) with individual NPCS. I suppose you probably also have group standing (lets call that faction) with a class of NPCs.
That just requires a lot of DB storage space, which is cheap these days.
2. Every NPC can have multiple triggers - and as I understood it - there would be a lot of generic triggers: the C++ programmers can chime in her, isn't that just an object which you can send various messages too (the triggers) and it'll either ignore them or do something, depending on the trigger.
That just seems like you've got two levels of programming and some kind of database for the NPC to "remember" what's been going on: generic triggers (Orc Group keeps getting killed in Spot A, Eventually this triggers them to start looking for a new spot) and special triggers (actual quests like - a Prince romance quest gets triggered when approached by a High Charisma female PC who has earned positive standing with the prince).
It seems like a lot of programming since you've got thousands of mobs, but doesn't really seem snake oil. I guess the romance triangle bit they described one time seems a bit more complicated - NPC would have to be able to trigger each other - but the base thing of having mobs move about, and NPC-based faction (standing) instead of NPC group based faction seem pretty doable.
I'll dump salt on what I wrote and admit maybe StoryBricks was promising a lot more than the above in which case... Meh.