Someone should just keep an eternal anonymous deathmatch as a RtD. Maybe with a matches system.
I wonder how it would keep on going, there must obviously be a driving force to it, as it seems that the concept has been tried before and burned out due to the heavy casualty rate without rewards reached.
Meaning: I'm guessing the win-condition for the deathmatch doesn't have enough tension?
This is a good point. You might be better off changing it to where players are calling the shots, not fighting in the ring, so that their victories can increase their gladiator school's/pokemon gym's/insane wizard's tower's money/prestige/resources/golfball collections and their defeats just hurt the same, rather than their victories getting them a new sword that they lose when they die in a few rounds anyway.
Of course, even then you'd probably want some higher goal that they hope to achieve by amassing golfballs by breeding the strongest warriors. "The ability to breed
even stronger warriors" could suffice, but something more ambitious would probably be better.
So, hows the weather? who's interested in the RTD idea I posted up there?
Personally, I think it'd be better without the endgoal part. It's all about the journey, not the destination, you know?
More seriously, it seems tacked on. A game should generally be about what it's about, not something else. I guess what I'm saying is that I dislike "and this is how you win and the game ends" conditions.
Also not massively fond of the Intergalactic Referee/Boss part. I suppose it's a convenient way to handwave in or out things that are hard to explain or explain away otherwise, but it seems to lose a lot of the gravity when it's less a real war and more an elaborate recruiting scheme or board game.
Still seems interesting otherwise, but I'm still not getting a particularly good grip on the intended flow.