Can you make a roguelike with simulation elements?
It seems like a lot of folks have been able to boost the complexity of rogue-likes, but there always is still something missing.
What needs to be done is to put in some sim type of elements. I mean, the world generated must be a world thriving and changing on it's own, independent of the player. Monsters and NPCs should be out there pursuing their own interests and effecting the world, with the player in an important sense being just another one of them.
Perhaps this would involve kingdoms and factions randomly drawn up at the start of the game, with territories and influence usually in competition with one another, and always changing. NPCs and monsters may pursue their own interest and effect the outcome of this, as may the player. In this way "quests" could be generated, not as randomly selected scripts, but as the resut of decisions kings or even NPCs make in their efforts to get ahead. They might employ NPCs or the player, or a combination of both. The player might, in turn, employ NPCs to join in. Or some NPCs might join in out of friendship or a common goal.
The random dungeons below this world should be kept. But beyond the beginning of the game they should not be random. Instead, any changes would reflect changes in the world above. In fact, there should be some relationship between the two. Perhaps some levels or sections could be territory to NPCs such as rulers, or even the player!
In fact, the player or NPC should be able to rise to the status of a ruler and make simple decisions to control their domain.
One interesting feature that could be employed is the ability to teleport to a new world altogether, essentially start over with the same character. Perhaps certain magic would be able to do this.
I've seen some games have random monsters and items. This adds a lot to replayability of the games.
Finally, NPCs should have a little more conversational ability. Even basic Eliza kind of stuff mixed in with recognition of kingdoms, monsters, etc. in the world around them.
If these elements could be incorporated in a roguelike, the result will be a more alive and fascinating world.
You are about to answer a thread that has been inactive for more than 6 months. If you still wish to proceed, please ensure that your posting is original and does not duplicate or overlap any prior responses to this thread.