Former Witcher 3 lead quest designer Mateusz Tomaszkiewicz says CDPR initially frightened that individuals would not vibe with the beloved RPG’s large story in an open-world setting.
Lately, I had the prospect to take a seat down with Tomaszkiewicz for a wide-ranging dialog about his new venture, the open-world darkish fantasy RPG Blood of Dawnwalker, in improvement at Insurgent Wolves. At one level, I requested him if he thought Dawnwalker’s distinctive “time as a useful resource” mechanic may flip off some gamers, and he defined that he is effectively conversant in taking dangers in video games, having helped make The Witcher 3, the RPG sequence’ first true open-world entry.
“I believe not many video games had been making an attempt to do what we did again then, which is, we tried to mix these actually expansive storytelling methods that had been often constructed in additional linear RPGs, like extra hall structured RPGs, like The Witcher 2, for instance, and we tried to hold that over to an open-world.
“And there was a threat to this as effectively, like there was a threat to having such an extended story as we did with The Witcher 3. We did not know if folks really need this, if that really matches the play fashion of an open-world sport. However we took these dangers. We did what we might to mitigate them. I believe, I imply, in the long run, it labored out fairly effectively.”
Contemplating The Witcher 3 is broadly thought-about to be one of many greatest RPGs ever made, I might say it labored out, yeah.