Spidey, I'm not sure about your definition of 'story' here, but I already explained mine: an account of the non-trivial consequences of the non-trivial choices of non-trivial characters. This is more or less impossible in a game (such as warcraft) where the characters do not make choices or have discernible personalities. (Though it did happen to some degree in stronghold, apparently.)
As it happens, I do believe that a game of this type could sell well commercially- possibly exceptionally well, if you can pull in the same demographic play who play The Sims. Though I also consider it a worthy project for other reasons (I think it could, e.g, be a useful platform for certain forms of AI research), and certainly feel, as cyberlore did, that it's a better expression of the game's underlying design philosophy.
As it happens, I do believe that a game of this type could sell well commercially- possibly exceptionally well, if you can pull in the same demographic play who play The Sims. Though I also consider it a worthy project for other reasons (I think it could, e.g, be a useful platform for certain forms of AI research), and certainly feel, as cyberlore did, that it's a better expression of the game's underlying design philosophy.