Main idea based on "Dynamic World Design By Alun Hancock": let's make a world that lives and evolves by itself without bunch of scipted events that centered around player.
The purpose of a dynamic world is for events and changes to take place, logically, without any players being present in the game. Quests are not generated from a set script or by selection from a random list. They are created by the progression of natural events in the game world.
- evolution and genetics
- economics simulation
- information spreading (rumors, reputation, religion etc...)
- laws and crimes
- politics (game of thrones, long live the queen)
- gods interventions, blessings, curses (black & white)
- the prophecies, predictions and fortune-telling (based on precalculations of N next years in high deterministic system)
- global changes in landscape, climate