There's an art to academic writing, which is to bring the emotional reality of a situation home while remaining true to all the other rigors of the discipline (citation, theoretical contribution, accuracy, etc). Games writing is its own challenge - to both convey a sense of place as well as information (and to show its relevance) in a small enough chunk that the player will actually read and engage. Imagine - trying to get you to 1) feel something, 2) understand a place and time, and 3) engage with game systems all in three or four lines! It is fun - I write best when I'm placed under restrictions, and I hope that you like the writing here.
I don't want to go into the specifics of who the team is (3 PhDs, not 2!) until more information is out there, and I don't really want to talk about other people on the team without their permission, but we're a group with a wide body of experience, and each of us contributes to the project in many different ways.
I ALSO want to warn against specific recommendations. We can't really take up specific fan suggestions, and I try to kind of block them out! (Games writing is pretty much the opposite of academic writing in this regard; I'll gladly share what I'm writing academically, but have to be much more close-mouthed when it comes to games. Also, like 10 million people read my games work and about 10 read my academic work).