Story and quest generation, procedurally generated
I had a tiny insight when I thought SPORE + ELEMENTAL when I realized that Elemental would really be over-the-top awesome if it had a great story (being a fantasy game) but one that was different each time you played. SPORE (procedural generation) + backstory for a fantasy strategy game = awesome in my mind.
In other words, a procedurally generated backstory and quest system for Elemental would make it stand out. But then I had no clue how that might be done simply. One way would be to write out tons of plots, quests, and hooks to interelate everything to make one big story net that the computer could use to randomally generate a story. A big problem is that it might end up with some bizarre output.
Reading another article, a simming method was suggested, and made intuitive sense to me. Basically take a game, say Civilization 4, and populate it with AI. Let the game run, and interpret the game as the backstory and event/quest generator for the game that the player plays. In other words, a game-within-a-game, where the player only plays the inner game, but the progress of the outer game (which the AI 'plays') helps script the events that occur in the inner game. For example, the AI playing Civ4 would create the story that say the player playing a role-playing game in the Civ4 world would experience. E.g. if the player in their role-playing game is near City XYZ and that city is invaded in the Civ4 backstory game, than the player's experiences an invasion in his/her area. E.g. if the backstory is a war of gods, and the God of Evil AI steals a powerful magic item, then the player suddenly experiences a desperate and gloomy atmosphere in their role-playing game.
I'm thinking for Elemental, the trick is to identify major plot axis (e.g. a war between gods, a war between good and evil, a desire to have a successful royal family (with legitimate heirs), etc...) and convert each of those to a sketched conflict sim. Have the AI play out each conflict sim in the background, and changes in those sims are then interpreted as new quests, plot changes, story elements in the player's game.
Some articles:
http://pcg.wikidot.com/pcg-taxonomy:procedural-puzzles-and-plot-generation