prompter: I thought about a cool game concept - it's a multiplayer game app, and everyone playing it can have one action per day.
the game will be mostly about strategizing the best action and creating allies and enemies in the process.
can you expand upon this idea for me?

assistant: There are a few different ways that you can expand the concept which you've outlined here.

1 - What is the setting of your game?  Does it take place on a certain planet, or during a certain timeframe?
2 - What are the mechanics of the game?  What actions can players take?
3 - How is an enemy or an ally determined?
4 - How do players progress in the game?  How do they win? 
5 - What events take place in the game independent of player actions that help guide the gameplay?

By incorporating these kinds of elements to your initial outline, you'll eventually reach the point of being able to put code in place to accomplish your goal.

prompter: Can you answer these questions for me? I have my own answers but I want to see some other ways of interpreting the idea

assistant: Sure! here are potential answers:

1 - What is the setting of your game?  Does it take place on a certain planet, or during a certain timeframe?
The game is set in a universe with multiple inter-galactic civilizations. the player will play one of those.

2 - What are the mechanics of the game?  What actions can players take?
The mechanics are resource gathering, battles, crafting and trade.
Some example actions could be:
a. Gather a resource
b. Buy crafting resources
c. Craft a battle ship
d. send battle ship to attack another player

3 - How is an enemy or an ally determined?
An enemy or ally is determined by what the player thinks.

4 - How do players progress in the game?  How do they win? 
Players progress in the game by building larger armies and creating a automatons that reduce the need to spend their daily commands on basic tasks. There is no specific win condition however there is a leaderboard with various categories

5 - What events take place in the game independent of player actions that help guide the gameplay?
There could be multiple events, one such event could be a worm-hole event that allows players to send more than one command every day.

assistant: Here is one possible take of expanding your idea. Also using the 5 steps from above.

1 - A possible setting: A simple 2d plane of points.
2 - Possible mechanics: Attack a neighboring point and make it yours, share a point (this would share the reward from this point), break an alliance (this removes all shared points you have with some  one)
3 - How is an enemy or an ally determined: This is not handled for simplicity. (It is implicit determined through shared points and if both sides keep them)
4 - Possible progression: Through rewards new points get created and theses serve as progression. There might be no final goal, meaning it is infinite.
5 - Possible events: A possible event to keep it interesting and make the end game fun a weekly reward could be provided to the biggest group at the time.

This is only one of many ideas surrounding this initial thought.

assistant: Of course. It would be useful to know what genre or setting you are considering, however here are some general ideas about how this game could work:

* The game could have a small number of characters, such as knights and castle lords, with actions specific to their roles.
* Players could choose characters and perform one action per day – for example, moving a knight on the board or making a diplomatic offer to another castle lord.
* Players could work together to strategize moves and create alliances to gain strategic advantages.
* Endgame conditions could be set, such as providing the largest kingdom as measured by land, wealth, and political power.
* Random events could create exciting opportunities and challenges in the game, adding more variety and unpredictability.
* The game could also feature several different maps with unique challenges.
* In terms of game mechanics, turn-based and real-time gameplay could be options, and the game could feature both single and multiplayer modes. 

Overall, the goal of the game would be to outsmart, outplay, and outlast your opponents in order to secure victory! I hope this is helpful.

prompter: I was hoping this would be a continuous game, such as an mmo - so it would not have any end game.
can you create a user story of it to see if you got me right?

assistant: Sure! here is a user story:
The user first installs the game and is greeted by a tutorial. the first action the user does is mine resources.

After 1 day
The user gets a notification that they can issue a new command, their command is to hire a knight

After several weeks, the user have a small kingdom
The user command is attack another player for their resources.

After a few months of play:
The user have a very big kingdom and would like to negotiate peace with another player, so their command is peace offering

assistant: sounds good

assistant: I think you might have a "role-playing game" in mind. There are many existing role-playing "systems" that you can start off with. 

https://en.wikipedia.org/wiki/Category:Role-playing_game_systems

In general, you need to define at least the following:
* The initial conditions - what resources do the players and environment start with
* For each turn:
    * What information is the player given
    * what actions is the player allowed to take
    * compute the effects these actions have on the environment and other players
* Game-end conditions

Please ask me for more details for any of these phases, or more details on any specific role-playing system that I might know about.

prompter: what are example definitions of these?

assistant: The initial conditions will typically include defining the environment, such as the setting and the players’ starting resources. For each turn, the player should be presented with information about the environment and their resources, and then have the option to take certain actions. These actions may include things like trading, building, attacking, or researching. For each action, the effects should then be computed and applied to the environment and other players. Finally, the game-end conditions should define when the game should end or when a player wins - this could be based on certain criteria like resources collected or objectives achieved.