An open world turn-based party RPG set in Classical Antiquity where content would be designed in two layers.
The first layer would be core quests, consisting of the main story and character arcs. The second layer would be "world state" type quests and events that would be created emergently. I want cities and factions to be directed via AI with their own goals and ways to influence the gameworld in concrete ways. Could be done through the economy system, military/covert acts, the opening/closing of quest arcs/directives. A robust events system that could include seasons, holidays, reputations, etc.
I'm constantly impressed at how easily Grand Strategy games and quasi-simulation games (i.e Crusader Kings II) are able to achieve emergent outcomes by laying a framework that allows a large amount of branching whilst still being engaging to the player on a gameplay level. I want RPGs to embrace this design. To my knowledge, the RPGs that even dabble in this are few and far between - Darklands, Daggerfall, Mount and Blade, perhaps Gothic 3. May be more, but those are just off the top of my head.
The AI in the STALKER games are actually a good example of it happening on a very low level with individuals and groups. What I'm thinking is for higher level stuff, where a corrupt ruling party may tax a city's inhabitants to no end to line their own pockets. This would be reflected by increase of prices for basic goods, increased chances of brawls, fights, and the citizenry's general unhappiness. If the player/party are known associates of said ruling party, they would suffer the consequences directly. If on the other hand, they wanted to raid the villas of the corrupt politicians, they wouldn't meet a lot of resistance.
It's a bit of a pipedream, but I think it can be done on a certain level.
Classical Antiquity is just a historical setting I think is incredibly underused, it could be anything else really as long as it follows that kind of design. A Firefly esque game where you play as a group of smugglers would easily fit under this criteria, for example.
Actually come to think about it, this is why I was so hyped up about Omerta: City of Gangsters, because it seemed to embrace the idea even if it was more of a strategy game. So much for that.
Modifié par CrustyBot, 24 février 2014 - 09:35 .