If only to prove that I can actually write crap, and that
Josh doesn't have a monopoly on pie-in-the-sky game ideas, I threw this wall of words together about PC-game pitch/design/wish I've had brewing for a while -
The Metropolis.
There's not a whole lot to this in concept, but plenty of room for detail. At it's heart, it's a tried and true genre -
city building. Or even nation building. In short, you the player are the dictatorial ruler of a gargantuan retro-futuristic arcology, responsible for building and maintaining (mostly maintaining) a vertical city of millions.
DimensionThe big change in dimension obviously is that you build a city vertically, not just along the ground. Not in a sky-scraper sense, but like Dwarf Fortress, where you need full movement in three dimensions for infrastructure and such (more on that later). The setting would encourage building upwards instead of out (since that's the point): the ground is thoroughly polluted and unstable, plagued with raiders, and other dystopian crap. For architectural reasons if nothing else, it's always cheaper and easier to build on top of existing structures instead of adding new foundations, at least until the whole building is so tall and heavy that it risks collapsing of it's own accord.
Of course, the problem with building in three dimensions is being able to see anything inside. That's easy enough to fix by rotating through parts and systems that highlight while the rest of the building wireframes out of the way.
ScaleI'm not really sure how you could convey the scope of a nation-in-a-building. Spreadsheets describing how many thousands of people were eaten by mutants gets dry without a sense of scale, but zooming in for a street view anywhere is technically taxing and still doesn't do much. The nature of the constructions would work with the building requirements, like giant water mains, flying cars, train-sized elevators, Soviet-big factories, and other things the player could see animating and working.
DistanceSome of my favorite city-building games were
Caesarand
Tropico. But the problem I had with them was that you were personally responsible for placing and staffing every industry and aspect of whatever. At the opposite end of control you've got
SimCity, where at most you draw zones and place city buildings. There's a middle ground. As the City Overlord, you could place just about anything by edict, especially civic stuff like infrastructure and the arcology frame itself.
However, even that is too much to ask of a player without sacrificing the scale of the building. Instead, anything but the largest constructions would (usually but optionally) be handled by managers appointed by the player. This ties in with other areas, so I'll frequently mention it again, but throughout the game the player will rarely control building or activities directly.
Where it pertains to Distance, the player can lay down their general idea of what an area should look like with utilities and zoning, but the actual details of what's in an area would be the computer's responsibility. This extends to non-civic functions; if the player wants more cybernetics factories you can specify tax-breaks or bonuses, or threats, to encourage more to move in, but you can't just mandate their construction. If you want an autogyro dealership in an area, you could lay down an incentive-marker, Majesty-style, to draw one there.
You could also just build state-run factories and facilities for any product or purpose if you think its important, but eventually that would build up too much micromanagement for the player to handle, and by design. Managers as well would have an elastic limit to how much stuff they can control over how big an area, and as their attention and yours is stretched, problems would start popping up with inefficiency and crisis-management.
AutomationTo repeat the obvious, there will and should always be way too many decisions for any human player to control, and ideally the simulation shouldn't even be pausable, so the game keeps running while you're controlling it. Most of the player's responsibility will be in attracting, appointing, and controlling managers for areas and functions. This wouldn't be as simple as just clicking the Governor option; managers would have requirements, specialties, and problems of their own, and their own set of goals and relationships.
Exactly how far down the player could control, and how far down the managers could control, should be different and opaque. For instance, you appoint the Thought Police Chief in the South Spire, he then appoints his own managers of different departments and neighborhoods (maybe with player approval/rejection, to preserve the lower-level control), sets salaries and policies, and stations squads at problem areas the managers perceives under his rubric of threat assessments and priorities.
While the player could conceivably issue Executive Orders for everything from water junction priority to uniform codes, realistically and technically speaking the player would never approach such low-level decisions. But that doesn't mean they shouldn't be there.
InteractionThat kind of detail should still be present, even if it's generated on the spot when the player looks at it. The important point is, just because the player doesn't control something, that thing should still be there and still be visible, if however remotely.
On a completely different subject, and for me the real heart of interaction, is how the player relates to the people living in his sky-scraping-slum. Obviously the population isn't as monolithic as their home, and should break up along at least two or three lines. Obviously, economic status would be the huge one, drawing on class-warfare inspiration as old as H.G. Wells. Actual neighborhoods (not necessarily the same as the player-defined manager-regions, but based more on architectural access) would have their own AI and character details, so you could have inter-area gang wars between groups of similar status. More axes are always possible (religion? culture? corporate employment?), but I wouldn't want to muddy the water.
Where population-groups and opinions become important, and where the gameplay should really come together, is the player's ability to directly interact with them. Namely, with proclamations and messages, and all the ways that your stated intent or thoughts, the population-groups belief of your intent and thoughts, and the actual actions that take place.
For several examples: Workers strike down in the sludge pits, so you can threaten to turn off the oxygen flow if they don't get back to work. If they believe you, they'll stop rioting; but if they don't, now you have to cut off the air, at least until they get the message, or they'll know from then on that they can push you, and that knowledge could spread to other downtrodden areas. If the air turns off by accident to the middle-class decks, and you say "hey, sorry about that", they shouldn't get as pissed as otherwise, but if it happens a lot no apology will make them not mad. If the nobility get pissed about your industrial taxes, tell them you'll withdraw the riot police; when they scoff, you could do so, only to find that by not paying their taxes the nobles have enough money to hire their own security anyway, and now they're really confident without your management.
There's a metric fuckton of AI relationships and judgment infrastructure underlying those relatively simple examples, but the important idea is that the game should track what you say you're going to do across time and economic/mechanical activity.
RandomnessThis last point builds back into the Distance ideas, but to reiterate, I like to see management games that create not just their own problems, but their own flavor. And not everything should be forseen and perfectly knowable by the player.
In many games, the wear-and-tear present on a structure is knowable to the percentage, and remediable without worry. Structural integrity should be an opaque guess as good as the last inspection team, and even then you never know when an accident or hidden defect might break something. When something does wear or break, and needs to be repaired, it won't actually look or function the same way it did before, complete with patchwork and resettling.
Likewise, just because the player wants something built, and should be able to specify for instance what a bridge will look like and where it will span, doesn't mean you'll have complete control over every kink and panel. Every construction will have some amount of random corner-cutting and redirection to match the specifications, available space, the manager's personality and team, and the skill of the construction crew hired/coerced/forced to build it.
So for a large example: Over time, the megastructure would take on a jumbled, organic look without the player ever trying for it. Building plans would go awry or over budget and wind up wholly different from their plans. Quakes and collapses would send whole chunks clattering down to lower levels, while the whole structures slowly compresses into a twisted mass over time, forming it's own foundation of what used to be spires.
That's nowhere near everything I could possibly say on the matter. I used to think that wasn't enough to start a conversation, but I know now that people here like spitballing queries and concepts for this stuff. There's lot of other things to talk about, like politics, war, inter-city trade, the environment around the city, the cultural inspirations and references, and all that other good stuff. This is just me jotting down ideas and throwing them up for shits.