There isn't too much info on this.
There are a few games I've played that already fulfill the "be a dragon and kill stuff" quota. So this game would need to be particularly amazing to succeed in my mind.
Been reading through the thread they have for suggesting content, and one of the first few is to have you be able to be politically active, and long hibernations (up to 100 years), so that would imply the world would be fairly living, one of the thoughts given in the hibernation was the possibility of a Kingdom dropping a city right on top of your lair. Not sure how far those will be implemented, but the final thing of note I have read so far is that the developers stated that they are going to be supporting modding through the Steam Workshop, or, if not there, then something similar.
Edit: (Continued findings)
Discussion of Permadeath mode where you take control of a descendant.
Let's talk about magic.
I know we're going to have that. Magical artefacts, tomes, assorted mythical creatures like friggin unicorns. And coincidentally dragons as well.
The modern (Tolkien introduced) dragon is often depicted as a highly intelligent creature capable of speech and other great tasks of thought that only seems inhibited by it's lack of an opposable thumb, it's own sheer size and this maddening drive to dominate and conquer rather than create and teach.
If we start with a magical gift or at some point happen upon a tome of arcane knowledge, either way our dragon will get confronted with magic, be it his own or one that is being wielded against it.
Since our dragons will also be colour coded for convenience with elemental affinity, it would make sense that magical abilities stay sort of... abstract.
For example our dragon could learn a spell that is called "Manifest", which would... well... manifest their element. A firedragon would create a (large) ball of fire, an earth dragon would get a giant boulder, a sky dragon could create a rather localized thunderstorm.
A dragon of dual elements would of course get a potentially more impressive effect, a fire/earth beast would conjure up a burning meteorite to fling at his foes.
Next idea would be a "Control" spell... you probably guessed it, it controls their element. A fire dragon could force a raging inferno to take a different path, away from the crop fields of a village. An earth dragon could create a great chasm to impede the process of an invading army. A fire/earth dragon could make a volcano erupt and direct a flood of magma to burn down a city.
These would hopefully still be low level spells, as our dragons would be freaking great at that stuff if they invested themselve properly.
So far so...
*sunglasses*
elemental.
....
I'll see myself out after this.
Lets get on to the more interesting magic. As everyone knows who's played an RPG with magic in it, there isn't just the elements, there are also those that manipulate life and death itself.
Usually those come in the form of healing and debuffing spells. (Cure and poison, Greater Heal and Finger of Death, etc.)
Now these would be fitting to not be colour coded. Everyone should be able to pick those spells, maybe with varying degrees of efficiency.
Here we can again apply the idea of Manifest and Control.
Manifest for life would result in a healing, for death obviously in some unpleasantries, like aforementioned poison. Or rather skinrot or some terribleness.
Control would be where things get interesting.
A dragon heavily invested in life magic could for example subjugate every living being inside of a city, enthralling them to their will. Or bring the recently dead back to life. (Accidentally stepped on someone? No problem!)
Likewise a dragon invested in death magic could go and subjugate the souls of those they have slain. For various nefarious purposes of course. Conjure up a spirit army that carries out your will (before eventually dissipating agian, given that a soul without a body wouldn't really be able to last long in the material world... and to keep it from being ridiculously overpowered.) or consume the souls to fuel yourself, making your magic stronger, grow faster or heal yourself. Or ya know... you could stuff the souls back into their bodies for a zombie army.
Obviously both of those magics have the potential to be evil as hell, with death being much more obviously so. So I'd advise that the usage of such magic would be regarded with some general suspicioun towards the dragon. Making kingdoms and other dragons more wary of what you do and such.
So that a dragon who decides to powertrip on devouring everyone's and everything's souls would quickly find himself piled on by like aaaaaaalll of the halfway intelligent creatures in the immediate vicinity.
Uhh... yeah. Sorry, I had a bit too much coffee this morning. :|
EDIT:
Another idea for a spell that came up during a discussion with a buddy would be "Drain", a spell that costs a lot of magic power but would allow you to siphon off something in order to heal yourself or even grow. You could for example drain your element, a fire dragon "draining" a forest fire would douse the flame while also healing himself and/or quelling hunger for a bit.
Draining life of an intelligent creature on the other hand would of course be a quite despicable act that would draw the ire of many people. But also bestow greater effects. Basically that would allow us to become vampire dragons xD
Of course that thing would need proper balancing to keep it from becoming too awesome.
Customization of the world you play in, via climate, mountain ranges, natural resource abundance, cap of towns/villages/cities, etc (implies randomization)
Reputation settled by 'Dominance vs Independence and Compassion vs Apathy'
There doesn't appear to be too many people contributing, so we may be able to guide it somewhat.
Here's the thread.
For those who are wondering what the devs are planning, here's a post one of them made back in June:
In the very short run: spearmen, archers, wolves, a basic claw attack, GUI.
We already have flight, dragon's breath, villages, castles, building damage, and good terrain, with the addition of the above features you'd be able to attack a town and face a militia force, try to raze a castle and be met with an army of archers and spearmen, and just in general fly around and burn things down.
Phase I - Lay the foundation: A few additional types of people like knights/wizard/priest, different level of soldiers, a ballista (maybe?), monsters, see the outside of lairs and capture them, fight Titans that live in lairs, sleep, have a least one hostile dragon on the map, a few spells, be able to choose your dragon type and abilities, ability to save the game.
Phase II - Content, Content, Content: more humanoids, finish the inside of lairs, items and loot, more types of Titans, more types of dragons, more spells, expand the "skill tree" so you can gain experience, abilities, and grow, multiplayer, grow the map
Phase III - Economy and Ecology: Town growth, creature spawning, plant spawning, technological advancement, trade, disease, war, ability to intercept armies, minions, quests, creatures and civs who will try to steal your lair or hunt you down, creatuers who will try to steal your loot, economy based on availability of raw materials, tools, and craftspeople.