1 Allow player to receive training from hard to find and difficult to reach people/locations, to permanently improve their stats or combat or learn a new skill
advanced training quests like in Oblivion. that could work. anyone can teach anyone anything at any time. but not everyone has more exp in a skill that you do. and once you get a lot of exp in a skill, no NPC will have more exp and be able to teach you anything. Enter the advanced training quest for "high level" characters.
2. Make exploration interesting in more than just a visual way. Give the player some basic (even if not fully complete) ability to interact with the environment. For example being able to 'search' through at the current player's location in the water bed in a lake or river for a chance to find something useful - where certain areas are more likely to yield a useful resource (gold, lost items that could be returned, or.. even just a sharpened obsidian shard that can be used to fashion a new spear) Mix in some random negative elements like searching in some areas can result in being bitten by an unknown insect and have hazardous effects
everything in the environment is interactive, like in the sims.
when outdoors, here's what you can select with the spacebar and interact with:
fires
shelters
rafts
bedding
storage pits
traps
landmarks
dropped objects
dead animals
captured animals
subdued animals
dead cavemen
captured caveman (turned off right now)
subdued cavemen (turned off right now)
friendly cavemen
band members
permanent shelters
berry bushes
fruit trees
rocks
scrub plants
trees in woods
jungle trees
trees in savanah
volcanoes
stars
rain
clouds
flowing and standing water
shoreline
ocean
tarpits
grasslands
prairies
if you don't click on any of the above, you get the general actions menu, stuff you can do anywhere, anytime:
Drop...
Eat/drink...
Gather...
Learn...
Make...
Play...
Repair...
Rest...
Use skill...
Other actions...
if you select a dropped object, its automatically picked up and added to your inventory (encumberance and container rules allowing).
everything else you select makes a popup menu appear with a list of actions, such as "gather vines" when you select a jungle tree. there are actually about 18 actions on the jungle menu as i recall. if you select nothing (empty space), the general actions menu appears.
everything in the game requires resources. the basic resources (both for eating and making things) are:
meat, water, fruit, wood, stone, flint, vines, reeds, tendon, bone, shell, hide, herbs, spices, wild veggies, wild grains, nuts, and probably a couple more i can't recall offhand.
resources deplete and renew. and they come and go with climate change. so there's a constant need to explore, and re-explore to find resources.
the game is basically about survival. and that means securing resource supplies. and that means exploration. explorations is a big part of the game.
usually one explores until one finds a good place to "setup camp" so to speak. then one explores the surrounding area, looking for additional resources beyond the basics of plants to eat, water, and wood and stone for basic tool making. after a while, you deplete the resources, and must move on, or range further afield to bring supplies back to your camp.
3. If you have a story with a clear end, make some, even trivial, post-story-end follow up quests that only trigger once main story is complete. Like if you happen to rescue some minor npc along the story, make them become available at some location (though not directly indicated to player that they are, meaning player would have to visit them at their own initiative, not due to quest log of 'Visit npcX') to talk to, whereupon they give you something unique. Bonus points if you tie that in with above idea for distant location training of skills.
its an open ended world, not story based. but there are plans to add optional storyline campaigns most likely. add-on bonus quests tied to completion of the storyline campaigns is entirely doable.
Like in Oblivion, when you talk to Barius at Cloudruler temple after his major role in the main campaign is over, he teaches you some skills.
When i was testing the misisonflow of the main campaign in Oblivion (at lowest difficulty), i made a majic sword from Barius's sword and Jeoffrey's sigil stone after the battle of Bruma where they both perished (Burd died at bruma too. when Martin died figting off mehrues dagon, i was the only one left. Piner and the other guy at Wenon Priiory died in the attack there. felt kinda lonely).
4. Make a system that allows open ended expansion of skills. I mean, a lot of games have very clearly defined skill trees or something akin to that, where you know in advance how many points and skills you can obtain. It makes games very calculable in my opinion, and grouped with a leveling system with a potential max level, gives a very clear idea of "I've beat this game" feeling to players. If you simply had some list of skills that didn't give indication of whether or not you could learn more (couple with idea 1 above), a player may not always be 100% sure if he's truly discovered/completed everything.
no experience caps. but an exponential cost curve for each "+1 bonus point" or "level".
Hmm, anyway, hope this didn't get horribly off topic.
on the contrary, quite "spot on" as the british would say.
i'm coalating a list of all the ideas in this thread and the related threads that might apply. when i post it, i think you'll recognize a few on the list has having come from your post.
appreciate the suggestions!
like i used to alway put at the bottom of the mail order form for my games:
"Questions? Comments? Suggestions? Suggestions really help us a lot!"
don't know how many cool ideas i got from users that way. lots for sure.