Phuctifyno said:
you can kill anybody at any time, and the environment has to respond. So if your respect level with that gang is low, that gang turns on you and you will always be in peril when near them (though there are two other gangs left that you might find sanctuary in), or if your respect level is high, another high ranking gang member might appreciate the position you just opened up and takes over (and rewards you some perks for your help), or if your respect level is maxed out, maybe you can take the throne yourself(and become a prime target for the two other gangs). etc etc etc.
You summed up nicely what I had in mind just couldn't put into words really.
I still think the pinnacle of procedural "storytelling" (maybe because there aren't many games like that) is the Enemy Engaged helicopter sim series. Both games technically only had 3 massive areas (such as almost the whole Cuba). Upon starting a new campaign, the game would randomly generate the whole battlefield/scenario (and it really took quite a few minutes on the computers of '99). After doing that, it would automatically generate tactical and strategic missions, on both sides of course.
So after starting the campaign, both sides usually only had recon missions. When some of the recon teams found an enemy convoy, the game would generate, say, tank busting missions. When any side was running out of units or an airfield was destroyed, transport or support missions could be generated. And the player always had the option to chose any of the available missions (if a featured helicopter was available) or generate their own.
It was utterly awesome. A helicopter sim mated with an RTS, everything generated automatically and logically.
10 years later I still have memories of playing this. At one point I played the hardest campaign on hardest difficulty. After several months of playing one campaign, the enemy raided my bases and blew up every one of my helicopters. So the game generated some transport missions - fly packs of new choppers from one side of Cube to the other. An 8-hour flight. At first I left the AI to fly those, but they were never able to reach the target, always getting shot down en route. So I took one such mission (using autopilot and time-speedup most of the time). Found it to be non-survivable and finally gave up on the campaign :-/
Another spectacular campaign loss was when I escaped the bombardment of my base, ignoring the designated defense missions and trying to reach a distant farpoint in an attempt to create a new base there. Not only was mine the only remaining helicopter, I got hit badly mid-flight and crashed right at the farpoint trying to land.
Of course, these being real military games (*smirking at COD*) there didn't have to be much storytelling to go by. All that was needed were the strategic map and automatically-generated radio chatter to tell the story. It would be infinitely harder to create something like this in an RPG especially with a try story. But man, I'd like such a game.