Better use of high level AI. Particularly in RPGs with factional elements. The faction wars in Clear Sky are a small scale example but the system in Mount and Blade: Warband is a perfect starting point. Combine Mount and Blade's system with the Nemesis system in Shadows of Mordor and you have something with a lot of potential. Beyond that, you could have AIs focus on growth. Where towns build new functionalities through a happy populace, public works and simulationist economic systems that rely on supply and demand.
In general, I think RPGs could learn a lot from the Grand Strategy genre as a way to have genuine reactivity without having to special case every scenario or choice. Because Grand Strategies are the penultimate emergent narrative games. Forget Deus Ex, just look at CK II or Total War.
Mount and Blade is too large in scale and too lacking in content/gameplay variety to truly be a classic (without mods). But holy lord if someone can get that reactive sandbox formula right...
It's interesting you use strategy games as an example of "emergent narrative", because I think they're a phenomenal example of how worthless the notion of an emergent narrative actually is in storytelling terms. I love strategy games - CK II is something that I have invested almost unreasonable amounts of time in playing (or XCOM EU). But the idea that there's a narrative I'm creating - an actual story that goes beyond a literal description of the events I'm participating in - is silly. That's not a narrative any more than a watching an anthill is an emergent narrative. (Also let me know if you think this is off-topic; we can take it to PM).





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