(as always, help appreciated)
Having played a few of the common political web based games, where you control a country and try to build an empire, there are a few problems I've noticed. I hope the following game, though fairly simple, will serve to overcome some of the problems I perceive these games to have. There will be a few central concepts.
Problems to overcome: Too much power simply from being around longer, impossible to overthrow the old guard. Little ultimate point to playing. Eventual descent into stagnation and boredom. Low investment.
I hope to fix most of these problems with the following features:
Physical locations, diffuse control - There will be an actual map and nations will have physical proximity to one another that constrain their actions and require strategic and tactical planning. However, players will not be tied to specific nations - by their nature, they will be able to take control of faraway countries through covert actions, and have disconnected mostly unrelated nations work together as allies under their own control. If a player's nation gets conquered and falls from their control, they may still wield enormous influence through other means as a free agent, and attempt to gain control of another nation through a coup or election.
Limits and instanced Worlds - There will be a limited number of players per "world", and a limited amount of time a world runs (around 4 months for your average world, but it's decided by events in game). When it finishes, some players will "win" and most will lose, but it will be possible for almost all to acquire some sort of boon that may aid them in their next world.
Advancing tech advances yourself, but also the world - As you develop advanced technology, you don't only push your own nation into the future, but drag along the world as a whole. New players will never be far behind advanced players technologically, as the benefit from pushing the boundaries is only temporary.
Overextending yourself is needed to progress, but leaves you vulnerable - You will need to take risks to become more powerful, but that power will be difficult to hold. As your nations increase in size and power, your own personal influence will be spread thin. Only be playing intelligently and participating in the world of politics will you have a chance to succeed, and even then... there is always risk of you falling from your lofty position, as new challenges will always be presenting themselves.
So how is all this accomplished?
Here's the basic plot: You are one of the lizardmen, arriving on a backwards world in advance of the main fleet. Your influence and long lifespan will guide this world through the ages to a point where it's worth conquering, and then your fleet will arrive to do so. But there is glory to be earned, and power to enjoy, and it is expected the lizardmen will only work together enough to insure the world advances, but will otherwise strive against each other for power. Still, you are few in numbers, and you must avoid revealing yourself directly (lest the planet's inhabitants become wise and seek to defend themselves from the invasion), so you will conduct your struggle for power with the others from the shadows. You will become a Shadow Ruler, operating through pawns and loyal followers, using a variety of abilities to cultivate influence in the world at large, but almost always operating indirectly.
I don't actually expect this game to take terribly long to put together - a few weekends at most, even on top of my other responsibilities - but I was wondering if this was a game people might be interested in, and if anyone might want to throw in an offer to assist.
Tech:
I'll be developing this as a web based game with a ruby/mysql backend, running on heroku, with some (but not much) front-end javascript work. I might end up doing ember.js, if only to get some experience using it, but I don't know yet.