I don't see how dual wielding would be noticably faster normally. If you don't want to attack with two weapons at once (and thus giving up your defense and risking to hit your own arm with one of the weapons if the enemy blocks it), you fight with two weapons just as fast or slow as with one. Go ahead and try it out, get yourself two objects about sword-sized (of course nothing sharp), and try to attack first with one and then with two at once. You'll notice that the latter won't be much more effective. What is effective, however, is using one offensively and the other (shorter) one defensively (short, as to not interfere with the movement of the other arm). But then again, a shield does the same while covering a larger area.
Faster due to being a game
You can't expect anyone to control a game character with a "fire button" the same way you can control two arms and plenty of muscles in reality. Two swords can attack two different positions at the same time, or be twice as fast in a crossover maneuver since when one sword is back, the other one is in front. So yes, I think faster is good approximation for gaming. But maybe slightly weaker due being less accurate?
Now, the following is freestyle (showoff, often for speed, but not so good in actual combat - nobody would *fight* like this):
http://www.youtube.com/watch?v=LbTZ6kt7RUc
More practical application of dual wield, but for obvious reasons wouldn't be possible to actually control in an action based game:
http://www.youtube.com/watch?v=TZBH9S_0VY4
Some "rules" that might apply, I don't know...
* If there is a fumble system (I doubt it), then I think dual wield should have a much higher chance of fumbling.
* Two handed weapons should have the greatest rebound in parries, to the point of a knockback.
* Single handed weapons should have normal rebound, depending on mass (more) and length (less).
* Dual wield should have no rebound at all, although a non special parry/deflect should still apply, but only in the defense.
* Shields against heavies causes a greater knockback (when you get them) than against smaller and dual wield.
* Shield bashing if successful doesn't cause damage, but a knockback.
* Shield will take almost all damage from a blunt weapon, armor will let a lot more through.
* Shield AC comes on top of Regular AC if "ignore armor" perk is used for blunts. So Shield AC 4 + Armor AC 6 = AC 4 against that perk.
Bah, getting carried away from dual wield...
So, can I dual-wield fists?
Can't answer you that, you'll have to ask your gf. Word of advice, wear armor when you ask
Sorry, couldn't resist
First, dual-wield swords is unrealistic indeed. The number of people that could effectively dual wield 2 swords in all history can be counted with the fingers pf our hands.
It wasn't exactly uncommon for samurais to have katana (long sword), wakisashi (short sword), and a tanto (dagger). And just look for youtube videos, there are plenty practicing this art today. And yes, they could be used simultaneously. Maybe not all that common in medieval european times, but doesn't seem too uncommon to not have it in a fantasy game. As long as everything has pros and cons I mean.
I don't see the problem with duel wielding enemies. Doesn't it just add variety to the game? And I don't see myself using it; it's either longsword/shield, 2h sword, or bow/shortsword (archers sword, or closest available).
As recently added, if it is only for smaller weapons, I won't cry over that either. I happen to agree that greater depth to the actual role playing part is more important than some rather fancy combat moves (if devs had to prioritize).