I was rather thinking of having a detective mystery simulator where there's a medium-sized town with a whole bunch of radiant-style AI, and two human players. One is a serial killer that gets computer-assigned MOs that they must fulfill, and the other player is the detective who has to question NPCs to find the killer.
The neat thing is, there would be human observers who would be able to say things to the killer, with a mask that distorts it into groans and whispers. The brilliant part is, no matter what the observers say, it'd be totally in character for voices a serial killer hears.
Each game would be saved, particularly highlights, could be played back later. So, naturally, killers will try to set up complicated and bizzare plots, and detectives will try to do awesome things because if they do well, everyone will want to see the video.
It's important to note that there would be a strong narrative causality system, so that if it's two minutes in and the detective happens to run into the murder and whips his revolver out, there's a 99% chance it'll jam or miss, but if the detective just suprised the killer after tracking him for twenty minutes, beat him down with fencepost, and went for a cue-de-gra (or however it's spelled) on the murderer while he's down, then it doesn't matter how many HP he has, it's over.
I don't know how any of that could apply outside of the serial killer class. Maybe a Vigilantie class?
This sounded cool until you reached the last paragraph. If the detective stumbles upon the murderer and shoots him, tough luck. The game shouldn't warp reality to continue it, and it definitely shouldn't force-kill the murderer like that.
Exactly. The best part of open-ended games with emergent stories (like Dwarf Fortress), is that there's a real sense of involvement with what's going on. When you're playing an RPG with a pre-scripted linear story and something really cool happens, it happened because a writer wrote it to happen that way. When the story emerges from interaction of players with each other or the game world, it's totally different. Knowing that whatever happens next will happen because of your actions and not a pre-defined story can do wonders for player immersion, and it's a hell of a lot of fun. So while that pre-scripted RPG might have a much better story, ones defined by the players through their actions are far more exciting. Much like a story suddenly becomes much more interesting when you find out it actually happened, rather than being a fictional story made up by the storyteller.
While "loading the die" might make for more drama, it dampens the unique advantage that video games have as a storytelling medium, that advantage being interactivity. And if this were more a cinematic experience than a video game, we wouldn't be making a rogue-like, would we?