This is a genre generation thread: I cannot provide specific rules to make it into a game
Imagine an rpg game where:
Rule 1: Total Player Level = Sum of all Subordinates levels. This rule is dynamic. Players will level down if they lose subordinates.
Example of games that use this system:
Eve online: corporations
p2w Kingdom/War management browser games: Small kingdoms have no say and cannot affect the world.
Shop heroes: [Auction house, low level people sell goods for 10g, which big fishes burn and gain 100000g]
Vanilla Wow / Aion: in pvp, grind lvl 1 cannon fodder until you become Grand Marshal. Bug: Cannot level down = not this genre.
Player Made Hierarchy Schemes (Guilds):
1) Pyramid Scheme / Hierchical Guild: Leader has subleaders which have subleaders. Thus a pyramid is created.
Example: 1 lvl 100 player with -> 4 lvl 25 people with -> 5 lvl 5 people with -> 5 lvl 1 people each.
Rule 2: A player can only command his direct subordinates.
2) Tyranic Opression Capitalism:
Example: A lv 100 player with 100 people under him which are lv 1.
Obviously pyramid scheme is better for organising, as a single ruler cannot take all decisions himself. The micromanagement is insane.
How to prevent the pyramids from becoming rigid, thus creating big fishes that stagnate the game ?
Stagnation = guild structure never changes. Same leaders.
Imagine custom server events that happened periodically, only the same people would decide the outcome of the event = same outcome = boring.
Worst case server scenario: Tyranic Scheme: One op player abusing entire server. Rest are cannon fodder that get slaughtered.
Best scenario: Democracy: People competing against each other to influence the final outcome. Even in the pyramid scenario presented only 4 people take decisions. Bug: How do i make people that are 2 tiers bellow have a "say".
All twists and mutations of the genre are welcome, please brainstorm.
Edit: to explain what this genre is at its core:
Shop Heroes: Ponzi Scheme: lvl 1 player sell items for 1000g instad 10g the game gives them, lv10 player sell items for 10000g instead 100g the game gives them. lv 100 players burn all items the auction houses gives them to satisfy customers, each customer satisfied gives more customer arrival rates, which means you can now sell all your stock instead just letting it grab cobwebs, the "amount" burned = depends on your production speed of highest lvl items. if you have infinite crafting, you want infinite lower level item burning. Thus a hierarchy forms, newbies work for nothing in an escaling hyperinflated economy, which becomes more and more inflated. The big fish at the top, just watches the numbers grow, doesnt know what to do with them, the lowbies are just "sweeted" since the game gives them ~nothing else, therefore inflation, economy collapse, all goods now cost x1000 prices. Now if the big fish decides to quit, newbies will have no "high tier" goods to buy = encouraged to quit too.
This is how countries and capitalism works, abuse cheap labor to achieve a higher goal.
I am not saying shop heroes captured the formula right, what i say is:
Lets brainstorm to define a genre where this formula of hierarchical cooperation is fun.
Hierarchy could be used to create a server with dynamic town composition instead of static npc hardcoded by the developer at compile time.