They could start by creating more complex characters. Characters with real motives, desires, and flaws would make the story more engaging. For example, instead of just having a one - dimensional villain, make a villain with a tragic past that led them to their actions.
The developers should focus on making the story more non - linear. Let the players' choices have more significant impacts on the overall narrative. Maybe different choices could lead to completely different endings, not just minor variations. Also, they could expand on the lore more, weaving it deeper into the story so it doesn't feel like an afterthought.
Well, the main story of Skyrim is somewhat linear and predictable in parts. There are a lot of 'go here, kill this' quests that don't really offer much in terms of deep, engaging narrative. For example, some of the main plot points are things we've seen in other RPGs before. However, the world - building and side quests are where the game really shines. The vast open world of Skyrim is filled with interesting characters and places that make up for the lackluster main story.
Definitely. The game offers so much freedom that it can be considered great regardless of the story quality. You can choose to follow the main story, side quests, or just wander around and discover hidden places. There are guilds to join, like the Thieves Guild or the Dark Brotherhood, which have their own storylines that are often more interesting than the main one. The game also has a rich lore that you can delve into if you want, which adds to the overall experience.
The open - world exploration. Skyrim has a huge map full of diverse terrains, from frozen tundras to ancient ruins. You can stumble upon hidden caves, forgotten forts, and small villages. Each area has its own secrets and treasures waiting to be discovered. This sense of exploration and discovery makes the game exciting even without a top - notch story.
It can show them the possible challenges. New developers can learn from the 'game development story' and be better prepared.
It helps them identify mistakes. For example, if players constantly complained about a certain bug, they can fix it in future games.
It sets up future installments by creating a conflict between Master Chief and Cortana. There's a big power struggle that needs to be resolved.
By being creative with the concepts. For example, they can combine different elements from various myths and legends to form a new supernormal world.
The ending of Alan Wake 2 sets up potential future installments by leaving Alan in a precarious state in the Dark Place. It gives the developers room to continue his story, whether it's about his escape or further exploration of the Dark Place's mysteries.
Developers could focus on creating really engaging gameplay mechanics. For example, making the controls super smooth and intuitive so that players enjoy the act of playing itself. They could also create interesting levels or environments that are fun to explore, like having hidden areas with unique challenges or rewards. Another way is to add a lot of customization options, so players can make the game their own in terms of appearance and abilities of their characters.
It can inspire by showing the possibilities. When new developers see what others have achieved in 'apple arcade game dev story', they get ideas for their own games. For example, if a game in it has a unique reward system, new devs can think about implementing something similar.