A bit of a followup to my earlier thread:
http://www.shrinemaiden.org/forum/index.php/topic,7459.0.htmlSay for example your walking along searching for anything and a random NPC of Tribe A comes to meet you. Sure there is a bit more to it, most likely pathfinding and the state of the current terrain and the task the NPC is trying to accomplish, but from your perspective it's still pretty random. Now say that the NPC is not actively hostile, but you see him carrying an object that you want and that Tribe A greatly values and you kill him to get it. You bring this object back to your home village to share with all your buddies. Now since you have taken this object from Tribe A, they are now actively hostile towards your people.
Tribe A generally has a couple forms of attack, they either attack you directly at ground level, or they find a high ground and launch explosives at you to wear you down before attacking directly. There are possible variations of these two of course, but these are the types of attack that you easily recognize. You an your buddies decided to build in your village in a place surrounded by high mesas because you thought it was pretty. Given this high ground, the Tribe A employs the latter form of attack due to your decision.
Now that you are under siege by Tribe A. You decide cease any attempts to attack any other tribes because quite frankly being at war with one tribe is enough. In fact, you give gifts to improve relations with Tribe C to get them to supply you with stuff to help fight of the hostility coming from Tribe A.
Eventually you attack Tribe A's village and destroy it. This stops Tribe A's attacks on your village.
Unfortunately, the bombing from Tribe A has resulted in much of the land being blown apart around your village, resulting in terrain that is deeply fractured and difficult to navigate. This results in the task of building routes in and out of the village and perhaps eventually filling in the holes to allow for easy navigation.
Unfortunately, Tribe A is the only tribe that can produce forcefields that you can only aquire through theft or trade, and it is temporarily unavailable by either means because Tribe A was destroyed and it won't be available until they rebuild. That something would have helped defend against an attack by Tribe B, and that along with the fractured land around your settlement making it difficult to defend results in your village being destroyed by Tribe B. You and your friends have to relocate and start a new settlement afterwards.
Because many systems were allowed to affect each other, events were able to lead to other events. Examples include where your robbing of the NPC caused Tribe A to become hostile AI relations leading to an attack your village that led to damaging the ground around your settlement due to destructable terrain, and the lack of an item produced by Tribe A due to the destruction of Tribe A's village and the damage to the ground leading to your village being easily defeated Tribe B.
Of course, there was human input as well. Examples include when you decided to rob the NPC, when you decided to build your village in that location with surrounding high ground, and your decision to ally with Tribe C for assistance. When these human decisions affect the series events is where there is interactivity.
Things could have turned out differently. Perhaps you could have built in a flatter location which would have resulted in a ground level attack that would have done less damage to the ground. Perhaps you could have given the object back to Tribe A and ended the conflict early, or perhaps you could have decided not to steal it in the first place which would have meant forcefieds would still be available (through trade or theft of course) to help you defend against Tribe B.
The random number generator was involved as well. It was the random number generator that led the NPC to encounter you in the first place and it was the random number generator that made Tribe B attack afterwards. The later attack was of course made fatal through a combination of events stemming from both the NPC encounter and interaction with the human players. The world generator was also partly responsible for creating the area you decided to build in, perhaps making it a bit more attractive than it would have been otherwise.
In fact this example actually comes from something I actually played through in the game Love. The object stolen being the Source of Life, villages being settlements, Tribe A being the Clondo Tribe, and so on.
This is what in my opinion is one of the most beautiful things you can see in a game, human input and random chance providing a start and the game's systems allowing that start to grow into something more.
This isn't the only game that does this. Games like AI War: Fleet Command, Dwarf Fortress, and even as old as X-Com: UFO Defense and Elite have done similar to some degree, even if it wasn't the main point of the game.
Where have you seen an memorable series events emerge from a system?