recently i've been noticing how disrespectful of player's time video games are compared to tabletop.
Haha yeah I've always liked how flight sims and space games can do time compression. A big issue I think is what I think of as 'actualization' vs. abstraction. Actualization is making players move step by step through a virtual world, abstraction is letting them fast travel. AAA has focused heavily on blow-by-blow actualization I think because of the huge draw of immersion, but it comes with hidden costs, most significantly navigation fatigue.
what i propose is a game that's not designed that way. a living world with purpose.
A very tall order but it would be fascinating if done with enough detail and room for player creativity. I suspect it would not have those 'just so' carefully designed moments we get with scripted content, but may well make up for it with emergent gameplay.
continual - so you don't run out of content - IE stuff to do.
Since procedural will eventually expose recognizable patterns I'm guessing something like this would take a continual developer commitment. This isn't unheard of (Stardock, for instance, keeps updating games they've released ages ago).
appropriate to their level - i already have houses. i want to design my own castle. and raise an army. and attack my neighbors, and have them attack me, and encounter my neighbors in the wilderness and do champion's battle for prisoner and ransom. sometimes they win, i become their "guest prisoner" and pay ransom, sometimes i win, and they are my "guests" for a few days. or perhaps we bag and tag each other's followers, that kind of stuff. and all along there's adventuring to be done: allies need help in epic quests, constant dungeon adventuring to afford the army, the odd dragon menacing the kingdom from time to time, etc.
I've always wondered how you stop this sort of game from leaking into a bunch of other genres. Does an RPG become an RTS becomes a grand strategy game? Or is there a clever way to contain the idea within its borders so that the development requirements don't explode exponentially.
you design it as "they continually become more powerful, and the world renews itself, instead of getting used up by the player.". but this has no closure.
I've always been a fan of the idea that you let players advance but never allow them to become Superman, otherwise we get Man of Steel style battles (now we need destructible cities, *sigh*). But even with that you're still saddled with Alexander the Great / Napoleon possibilities-- but at least they can be poisoned or backstabbed.
character retirement is about the only "solution" i've seen, and it isn't much of one if you ask me.
Death and permadeath are the only solutions I've ever been able to imagine as compelling, spiced with restart options based on how the player has changed the world. It gives continuity and meaning, but would only appeal to a limited subset of gamers.
when thy do this, it must be a new experience like the first pay through with the first character. they should not know where points of interest are in the world from previous play throughs, nor where the badguys spawn, nor when, nor where the good treasure is, none of that.
I actually don't think this would be a problem if the world was large enough. Granted I've thought about this stuff forever in context of space games, so maybe a planet isn't a big enough arena (lol)
the arms race aspect of player level/playing time and new content is the only part for which there seems no solution.
It's not often a feature of fantasy (or even terrestrial) games but time / decay could be a natural factor. If you're the Red Baron but the Jet Age is coming, you're going to have to upgrade!