Also, I can see that gameplay-wise the RPG isn't going to feel much different from your average... well, Fable, Mass Effect, all RPGs that promise profound effect of the player's actions on the world. Except for randomisation. And probably as clunky dialogue as in DF.
The same about the World simulator. If the player can place cities and buildings, it's, well, Civilization. If the player can't place cities and buildings, it's like watching an LP of Civilization.
Oh, and to finish with a low punch, Combatant. I think DF already does it. Well, most of it, and strives for all of it. So, sorry if I'm being rude.
They're a bit tough to explain, without pushing into the 'tl;dr' level, yet trying to make people believe that it was possible, which was why I highlighted what's under the hood. I wanted to describe just the gameplay, but didn't want to pull a Molyneux
Nobody said that there won't be story, graphics, multiplayer. Same goes for turning that world simulator thing into Populous. Once I'm finished with the engine and technical design, story, graphics, etc just becomes the paint and leather on the car.
Civilization doesn't actually let you create the world. You play only one faction and go against others. The world simulator I plan lets you control all the factions. And it doesn't focus on winning, it focuses on simulating.
Fable/Mass Effect have a very linear storyline, you end up with only one or two endings. It'd be more like Fallout 2, you do something in a few cities, those cities may act with one another, and the ending depends on what you did there.
Yeah, Combatant does end up like DF's adventure mode.
Actually, I like the idea of the Combatant. But, it has to be two things. Physics-based, and multiplayer-capable. Something like Toribash, but with less joint-per-joint actions, and more character detail and accessibility. Something where you tell your character "move here like this and stab this guy here" and allow the character's AI to try and carry out the command. I know it's far beyond the scope of what you planned, but that's what I would go for.
Yeah, it'll have multiplayer, technical nightmare, but it'll be in the works.
I did physics based, but generally it ends up more unrealistic. Long story, but it gets wonky behavior and overcomplexity. Something like pikes ended up overpowered. It's not bad, but not good either. Then I found that Mount and Blade, with its very simple system got the feel just right, so I'm going with that system. KISS rule.
That and as anyone who's swung a sword or thrown a punch professionally will tell you, most of the power in a swing doesn't come from the distance itself or just weight, but moves from the feet. It's going to be tough simulating force from the legs into a punch. Toribash does this to an extent, in which you have to jump to kick someone's head off, but I'd rather not go into that kind of complexity, because it just makes the game look funny if not done right.