Technology is death, change, destruction, macro, direct. Nature is life, stasis, creation, micro, indirect.
Yang is action, creation/destruction, force, speed. Yin is reflection, quiet, growth/decay, endurance, patience. Yang is clashing metal; yin is flowing water. Both are strong and weak; powerful and vulnerable; good and evil; but in different ways. If it has worked for thousands of years it should work well in a game
My responses to the numbered items, hopefully helpful:
1. Pick your starting culture. Tech or magic.
Or both! The "master of all" or "bridge" or something would take on the even more difficult challenge of learning both and bridging worlds, maybe as a tradesperson or diplomat or spy or assassin or thief. We have just started watching "Avatar: The Last Airbender" and I like how the avatars, because they bridge worlds, hold special powers
and special responsibilities. It would not be that hard to make the system support a "blended" mode in which you attempt to encompass both cultures, right? The most ambitious players would take that on. (All right, I admit it: all my D&D players were neutral neutral, and accomplished thieves...)
2. One of your "Tools" is a default starting weapon that could be upgraded.
And yep I'd always vote for having a non-violent
option available, for those who want to take on that challenge. For example the game "Beyond Good and Evil" was great because you could choose throughout the game between outright fighting and mostly sneaking. I found the sneaking to be far more interesting: there was more to think about. In my gaming experience sneaking/dazzling/tricking/outwitting/persuading/mesmerizing is more interesting and variable than plain old fighting which is mostly repetition. Although I will readily admit that fighting might be more interesting it if was better set up. Maybe it's just that all the fighting games I've played were mind-numbingly boring.
3. Players would initially start on the map at a random point, but surrounded by NPC members of their own "culture". The opposing culture is always hostile (to start simple). Killing friendlies will not be possible. Neutrals (beasties) can be killed.
If you start as "both" is everybody hostile or nobody? Who is "friendly" in that case? Maybe "both" means everyone starts out friendly, and "neither" means nobody is friendly. The "neither" case would be the hardest challenge of all: you start as a stranger in a strange land. Now THAT could be fun.
Also, should "beasties" always be unaligned? What if wolves are tech? Maybe that could be part of it?
4. Goals for the game could be multifold. Winning conditions could be multiple or based in parts:
A. Wipe out the opposing culture via physical attack (this should be prohibitively hard, but possible)
B. Achieve a certain level of cultural or technology development
C. Explore and "claim" a certain amount of territory.
D. Achieve a certain level of resource wealth
E. Deprive the enemy culture of an asset key to their survival (say each culture has one critical element - a certain ore; or a certain sacred lifeform)
A few more possibilities for goals:
* Achieve god-hood (you are worshiped by either group or both)
* Achieve devil-hood (you are hated/pursued by either group or both)
* Live hermit-like and be unknown by all (succeed in being completely left alone)
* Cheat everybody and steal anything you want from anyone
* Massage the simulation into a historical replica of Imperial Rome
* Negotiate a treaty between magic and tech that satisfies everyone, and be honored as the peace-bringer
* Win lots of people over to your side (magic or tech) thereby depopulating the other side not by killing but by persuasion (nobody wants to do tech/magic anymore, it's uncool)
There is nothing wrong with a game that has fixed goals. Some great games have very narrow goals. But the potential of sandbox gaming is that the goals could be as flexible as the blocks. The "end" in MC seems tacked-on and silly, because everybody who plays it plays a different game. If you actually PLANNED for that instead of planning against it, a sandbox game could reach new heights. So says me
And:
Just because there are achievable objectives doesn't mean the world has to be "limited"; but it does give a player a defined direction that they CAN head in if they choose to (even if getting lost on the way is just as fun).
I agree that it's nice to have a goal... but I've also been burned so many times on games that had goals I didn't care about. For example in The Sims I didn't start to have fun until I found the monkey tree cheat, which finally allowed me to achieve my actual goals, (a) creating fictional characters from books I like and having them play out their books (The Boxcar Children worked out well); and (b) playing my own life over and over with many interesting variations, none of which the creators of The Sims apparently thought to include. So while I agree that "no goal at all" might not be interesting enough, a goal that bores half the population is also a problem. How about a middle ground where the list is not one or two but, like, five, and they run the gamut in a few interesting axes.... and at least one has to be tailor-made for people who feel burned out on even the idea of amassing wealth and power and levels and carnage...