My next little project is codenamed "Dreamland". It's going to be something halfway between a dream and a fairy tale. It's going to be pretty simplistic, because I'm intending to finish before a month goes by.
The basic idea is that there are some characters (five or six) living in a rather fairy-tale world - something like 1001 Nights, but with a touch of steampunk. Because I like steampunk, dammit!
There's going to be a plot mode - some kind of evil is threatening the land. I haven't really decided what kind, and it hardly matters. The game is about watching a fairy tale (or dream) about the people trying to stop it. In true 1001 Nights style, not all the good guys are good guys: the relationships and personalities of the characters are heavily randomized. One run, the princess may fall in love with the pauper. The next run, she might order him around disdainfully.
The power of their positions will also vary from run to run. In one run, the pauper might actually be the leader of a band of powerful theives, while the royal family might be on its last legs, poor and too proud to admit their obvious weakness.
And, of course, which characters meet which characters in which ways will also vary.
The fairy tale has "tokens" - nightmare and daydream tokens. I think the nightmare tokens will be brutal red shards, whereas the daydream tokens will be blue beads. These come out of things that happen: if the princess kisses the pauper, blue beads fly out and stick to the edge of the frame. If the princess then
stabs the pauper, dark shards fly out to the edge of the frame. The basic idea is that the more beads and shards there are, the more likely extremely good or bad things are to happen. If you have lots of both, you're in a very intense part of the dream where anything could happen.
If you get too many beads or shards, you lose control of the dream temporarily. When you regain control, the beads and shards will have all vanished... but the tale will have gone off in new directions.
"Control" is, in this case, a rather strong word to use. The primary means of control in the game will be clicking on anything you want to see more of. If you click on the knight's daring fight, you'll get more daring fights. You'll also have beads or shards come out, depending on the mood of what you've clicked on. This means that you lose control faster the more control you exert. :)
You're not telling the fairy tale. You're listening to it and saying what you like, as if you were being told it by someone who was actually paying attention to you.
I know this isn't a
game as such. It's a test of another kind of social algorithm. It might be fun as well, but it isn't my primary purpose. It certainly won't look very polished:

This is a quick demo screen I tossed together to show what it's like. Everything in the scene is simple(ish) lineart with a quick white background. The game then colors it whatever color makes the most sense for the scene: although blue in this scene, the knight could easily be red in a fight scene. The color shift would be very deliberate, though. Obviously, the lineart would be better than the above example.
There's not going to be any animation. Instead, it'll be like comic cells. These two people don't walk across the screen: they fade in and out at new locations making their way left. If they were running, that would be shown with simple movement - but the movement would just be to give an impression of direction and speed. The sprite would still fade in and out, like a comic book.
The game can tell what kind of arc might go best next, and it will then put that arc into the game. Since the game has no dialogue, these plot arcs are fairly simplistic. A plot arc might be "go on a picnic and get the pauper carried off by a demon" or "set out to find the pauper" or "train with the knight". Things which are longer than scenes, but not especially complex.
The core tidbit is in the social engine that drives the game. When you set off to find someone, your friends come with you or help you. If you're enemies, the two of you might set off simultaneously, but separately.
Also, the ways that the characters interact is entirely based on their relationship. There are lots of kinds of relationships, so some remarkably complex interactions should be possible. Like all fairy tales, the pace is somewhat less focused than movies. So there's room for plenty of character development, to see how people change under the pressures the story puts on them.
The social dynamics are fun and interesting. :)