Have an minimum viable product of whatever game(s) you've been working on. Not shippable, but just enough to have all-around experience of the dev and design process
As for strategy, RPG, and other sandboxes, I think what's needed is aesthetically sophisticated procedural generation. Flavor text, faction banners, entity behavior and motivations, so on. Take Rome 2: TW and think what it would take for a computer to generate meaningful start positions and cultures for fresh experiences (Civ games, but not necessarily dynamic landmasses). Furthermore, how are CA/Paradox Games arbitrarily free-form and inconsequential where the map ends up either one color or jigsaw vomit unrecognizable to how nations form in the real world. Imperator Augustus should be something that can happen over the course of a 272 BC campaign.
Have an minimum viable product of whatever game(s) you've been working on. Not shippable, but just enough to have all-around experience of the dev and design process
As for strategy, RPG, and other sandboxes, I think what's needed is aesthetically sophisticated procedural generation. Flavor text, faction banners, entity behavior and motivations, so on. Take Rome 2: TW and think what it would take for a computer to generate meaningful start positions and cultures for fresh experiences (Civ games, but not necessarily dynamic landmasses). Furthermore, how are CA/Paradox Games arbitrarily free-form and inconsequential where the map ends up either one color or jigsaw vomit unrecognizable to how nations form in the real world. Imperator Augustus should be something that can happen over the course of a 272 BC campaign.