The creation of computer games in the genre of "quest" can be classified as art, along with writing books or shooting films.
This is even something more, because the creator of the quest is notOnly trying to tell a story, it makes it interactive, allows the user to feel like a co-author - that's why creating such kinds of works is somewhat more complicated than it seems.
Make a concept. At the heart of any adventure lies, first of all, history. Not necessarily linear and having one final, but, nevertheless, quite definite. Decide on the basic: what is your quest about? What are the main story lines there will be present? What is the role of the main characters? Answering all these questions, you will compile the first, "draft" project layout, which, of course, can be changed - but you at least clearly will represent where you are going.
Create a world. It's easy if events happen in our time, however, if the setting is invented, then it should be invented qualitatively. For example, & nbsp-DeusEx is considered one of the best games precisely because this cyberpunk universe is thought out to the smallest detail, it is absolutely logical and plausibly plausible: you should strive to the same.
Consider the images of the characters. This is the first stage of writing a more detailed story: any dialogue in the quest will be implausible if you do not imagine what people are talking about. In fact, you have to "enter" the characters into the events, and not to adjust people to the circumstances - so the story will seem much more realistic. Already after the creation of the main actors begin to work on individual episodes and scenes.
Thinking directly gameplay, tryMaximize its diversity. Ideal in this regard can serve as the project "Fahrenheit", where you for the entire game twice do not perform the same task: the characters are constantly changing the type of activity. We have to search, interview, solve puzzles or search the premises: the main thing is that everything is not reduced to a primitive scheme "Bring me an X object, and I'll let you into the next room."
Carefully enter all the tasks in the context of the game. The serious problem of most quests is illogical decisions. Of course, it's funny when in SilentHill you open the doors with clay tablets, but it's very difficult to think of such a thing: try to make a decision plausible, then the players will be more comfortable. In addition, do not fill the process with meaningless puzzles, as in Keepsake, where any box is opened by the method of playing "spots" (and the doors are even worse).