Ah, now, I said the core gameplay. Eskil has talked a lot in his blog about intriguing concepts for his AI, his procedural development system, and his game developing philosophies. Like, he also coded all the tools that he's using to make the game, and the way he talks about some of the shit he's working on just gets you really pumped up to try it out. He also discusses the game industry as a whole, as well as global politics and (sometimes) how video games fit into that picture.
Take for example, the following:
Everyone wants long games if you ask them, but at the same time most people appreciated that they could finish Portal in one sitting. How about making games we can plan in to our lives, rather then games we have to plan our lives around? I want my game to be like Tetris, meaning you can spend as long or as short time with it as you want. Its never done but it is more importantly never required.
Or,
Right now I'm working on things players and AI can build like doors, and elevators. They can be seen as basic gameplay elements but I would also like to see them as building blocks for story. By connecting them I want to build a "LEGO" system that is complex yet easy to understand consisting of objects that can be combined to create new gameplay. However trying to build mechanics for story creation puts some limitations on what i can do. For instance is predictability very important if you want to create stories using objects; You may need to find the droids in order to know how to destroy the death star, or that you need to fix the hyperdrive to get away from the empire. If you don't understand that you are missing the story. That is why their relationship cant be a part of the puzzle, but rather the driving force behind actions. This type of game mechanic would differ quite a bit from the normal Rock, Paper, Scissor strategy found in many games because the objective is of the game is not to always counter problems with its given antidote.
The guy's writing often betrays the fact that English is clearly a second (or even third) language, but he's bloody intelligent and knows how he wants his game to be.
There are pages of stuff he's written, and I'd be surprised if anyone will even bother to read the wall of text I've already produced here, so I'll just throw up a link and leave you guys to make up your own mind.
http://news.quelsolaar.com/#home