There is potential for naval combat with this kind of engine though. With solid physics, diverse animations this engine could make for a great pirate RPG. The downside is that controlling large boats would feel silly on such an otherwise great engine in terms of world interaction. The physics may not translate to buoyancy and the like, and if it does, the boats will probably have to be way to close to reality in terms of design and navigation that it may simply become dull. The complexity of controlling the ship would in my opinion contrast too greatly with the controls of the characters on board.
Maybe I didn't make myself clear Psychomorph, I mean to say that I'd hate the idea that there was a huge distance full of lore that I was skipping on a loading screen, because I travelled by horse to a destination past it. Like travelling from London to Sydney, I want to be able to experience the world between the two, not just fly there. But I would also be annoyed if I was told there was nothing to miss between the two and that they are right next to each other. Because I'd still be flying and I'd rather just walk seamlessly across the border. So, I would prefer, like you, a huge trek which would take months of in-game time to get from A-C via B and not via a plane (loading screen) which is dull and uncomfortable.
However, there is only so much content that Bare Mettle can create, and if there were to be variety in the climates of the game, I'd certainly want to feel like I was travelling a long way (so that the climates were realistically far apart), just not feel as if I was missing something like the aforementioned month long trek.They cannot make the trek because, as I said, they lack the required funding/time. To achieve this, it's only logical for a dev to make an ocean between two climates. That way, I don't care that I miss the ocean, however, I still feel the world is realistic.