I have a very vague and random idea here and I'm not sure how/if I'd implement it.
The idea is for - well, just about any sort of game in which you build up a system to collect resources of different types. Your choices must be logical and ordered, things must work efficiently and make sense, that way you expand.
But there is one resource which doesn't work like that, insanity.
What you need insanity for is beyond me. I could be lazy and say you need it to win the game, but how, I don't yet know.
How you get it I'm not so sure, probably by doing crazy things which make accumulating the other resources more difficult, perhaps there are other ways (other players "awarding" you insanity by penalising you? So things done to disrupt player's infrastructure will increase their insanity)
I'm not sure how insanity would effect you in the game, I think that it would have no effect or a negative effect on your infrastructure.
The other idea I had was that insanity would be like nuclear war, you use it kind of as a weapon, but in using it you multiply it and the insanity comes back to haunt you. That way you'd cripple your rivals with insanity but in doing so you'd increase the overall insanity of all players. As the game progresses, thing would become more and more crazy.
The only thing I'm not so sure about with this idea is that I'd love it if insanity (despite being a bad thing) actually did something for you or allowed you to do something other than simply making things difficult. I don't want it to only be a weapon.
So anyway, new players, much younger players or players who aren't interested and don't understand the game would collect vast amounts of insanity and very little else.
The way the game works might change depending on the level of insanity you have, more random elements, more crazy effects of certain actions, etc.
It would be a great deal of fun to play with high levels of insanity but difficult to win the game this way.
I don't really have a specific question here, any ideas on how I could make this work and other specifics of the game which would make using this more fun and more interesting?
Thanks to all of you, if I had more time now I'd be into this heavily, there were some really good suggestions.
Someone spoke about a worker placement game and this interested me.
I can't remember whether the idea of insanity as a resource was presented as an idea for a worker placement game or not, but I know I did not envisage it as being limited to this sort of game...
But I had a crazy idea! (ha ha, high insanity levels to draw on!)
Remember I was talking about the popularity dynamic in a worker placement game and how the market would function?
Well, the one idea I had was for a sort of "craze" for a particular type of resource, meaning you can trade it for a lot more for a limited time.
Since worker placement was mentioned I kind of tied the 2 together and started thinking of the one as potentially filling in the blanks for the other. Insanity would be a resource you couldn't trade but you could use it to randomise the market. Players who go for order and building monopolies could have the carpet pulled out from under them so to speak.
Thanks for the inspiration. Wish insanity was a resource in real life, I'd be rich (and so would some of you).