I’m not really sure where to put this since it doesn’t really involve C-Script ‘help’ necessarily but more of a concept that’s been done in other media. I’m about 98% certain it’s currently impossible with C-Script as it is now… but! Improvement and progress are the only way forward; without them we stagnate and die (metaphorically though sometimes literally).
I want you to imagine a game where every player’s choices from around the world are taken into account (we’ll assume this game uses percentages to generate the ‘world’ so the first few playthroughs are likely to be somewhat bland) and affect the world the game generates based on those percentages.
“I was born in a desert”
“I was born in a jungle”
If this is our first choice of the game let’s assume that 80% of people choose the “jungle” option. The game then generates (based on existing scenes) more jungle based terrain. Using a number of random events, your only objective is “survive”. These events cycle until your character has either died (we can include an “old age” timer in this quite easily using existing assets in C-Script) or retired (old age? Maybe a manual ‘retirement’ option? Both?)
Every time your character comes across an interaction (let’s take combat since it’s the easiest for me to imagine) you are facing another player’s character; though that player is likely already either done with the game or has started a new one. In this case, it would simply compare one MC/PC’s “combat” stat against the other with any modifiers (weapons, experiences, age, etc. will hereby be referred to as ‘modifiers’ for brevity) applied as they would in a traditional HG/COG.
Part social experiment, part game, part fiction… each choice of every individual would ultimately culminate into regions developing over time based on the choices given by that region (we can include a ‘region’ choice that narrows these down so that certain regions can see X sorts of developments while other regions may experience Y sorts of developments; technology, culture, etc).
To unlock the majority of the game, you’re not only relying on your decisions but also the cooperation between your fellow players. For example, if all any and all players ever do is initiate combat against each other; you won’t grow your region’s civilization. Thus, you must weigh the benefits and drawbacks of combat. Do you let your guard down and potentially be attacked but also potentially start gaining people you can rely on? Or do you only trust a very select few and start hording them and your possessions away to ensure the safety of your small tribe? Or do you simply initiate combat with everyone and never bother trying to grow your region in sake of your own survival?
Disclaimer: I am in no way, shape or form an expert on ANY code of any kind; this is merely a concept at the moment and I’m almost certain C-Script isn’t capable of it… yet. But perhaps, one day, with enough interest, it will be. I just think this is an interesting concept for a game that many authors could easily collaborate on.