The Witcher 3 preview: how to build an RPG with 36 endings http://www.gamebasin.com/news/the-witcher-3-preview-how-to-build-an-rpg-with-36-endings
Four quest designers worked on the original Witcher. Its more refined sequel had six. Theconclusiontothetrilogy,whichpromises100hoursofcontentanda50hourstory,hasmorethandoubledthat.Wehaveabout14,Ithink,saysleadquestdesignerMateuszTomaszkiewicz.Norhave CD Projekt Red simply padded out The Witcher 3s Skyrimexceeding open world withunimaginativebusywork.Theyvesystematicallybanishedfetchquestsfromthegameor,atleast,asmuchasateamcanwhenmakingahighfantasyRPG.ItsoneofthewaysthePolishdevelopersarerefiningtheiridentitythroughthecreationofTheWitcher3,wherequestandnarrativedesignisbeingmeticulouslyworkedandreworkedrightupuntilrelease.Thephilosophyis,ifyouneedtohaveafetchquest,makesurethestorydoesadamngoodjobofhidingit.Whenwedohavethesesituations,whichisrarely,wecompensateforitwiththenarrative,writerJakubSzamalekexplains.ItlldefinitelybeaninterestingstoryinitselfyoullbeintriguedbytheNPCsmotives,andwherethisisallleading.Evenwhenyouhaveasimplestructureitssomethingwerecompensatingforinthestory.Thereasonforabolishingfetchquests?CDProjektReddontlikethemmucheither.Wearetryingveryhardtolimitsuchinteractionsofstructurestoaminimumbecausewedontthinktheyreinteresting.Instead,theywanttoberadical.ThestudiosambitionistofurthertheRPGonallfrontsfrombig,sprawlingdecisionsthat impacttheworldtotheverybasicprincipleofhanding an item fromoneNPC to another. Its a sign that TheWitcher3 could complete thedevelopers ongoing evolution from rough RPG debutantes to bestinclass.
Mateusz and Konrad Tomaszkiewicz, lead quest designer and game director respectively, listvarious types of openworld game, including GTAstyle sandbox titles, before explaining whyPiranhaBytesGothicseriesisthemostaptcomparison.Itsmostsimilartoourgame,Ithink,Mateuszsays.Aquiteperfectcombinationofstorylineandfreedomintheopenworld.Itsquitesimilar,theGothicseries,intermsofquestdesignandhowweorganisethestory,butourgamehasavery,verybig landscapeandGothic locationswereopenworld......ona smallerscale,Konradfinishes.WevewrittenaboutthesizeofTheWitcher3sopenworldinpastissues,butitsthedetailofthat landscapemorethanthescalethat feelsunprecedented. Individualbladesofgrassswayinginthewind,theanimationqualityofthecreaturesthatboundatGeraltinbattle,thesparksflyingfromhishandduringafirespellandthetimelapseeffectofdramaticskiestearingoverthemonsterkillerashemeditates.AlesserPCstandsnochancehere,anditsnotjustprettyeffectsthatmakeTheWitchersworldsoenticing.ThewaythegamesthreeregionsareshapedbyvariousportionsofEuropeanmythologyandhistorypromiseacoherentbutstillunusualdarkfantasyworld.Wehavetoplanhowtocoverthisbigopenworldwithcontent,whichisnoteasy,becauseasyouknowtherearesomeproblemswiththatinopenworldgames,Mateuszsays.Wewanttogiveworthwhilecontenttotheplayersintheopenworld.Wehavetothinkabouthowtoavoidrepetitivequests,wehavetothinkabouthowtofillthishugelandscapewithqueststhatyouwillnoticeandtakepartin,wehavetomakethemainstorylineeasytocomebacktoifyoudelveinto the sidequests, which might be difficult for some players.
Variousactivitiesfilltheworldoutsideofthemainstory,includingmonsterhuntingquestswhereGeraltplieshistrade.Farfromthetypicalopenworldfillerofrecycledcharactermodels,thesecreatures require trackingandhuntingdown,andeachhasabackstory.They involvehuntinglegendarycreatures,Mateuszsays.Theyshouldbetoughertobeatthannormalopponents.Eachencountercontainsauniquecreatureandeachofthosehuntsisunique.Theyrenotrepeatable,inthesensethattheyeachhavetheirownplot.Youcanexpecteachsettlementwillhaveatleastoneofthem,ifnotmore.Suchlegendarycreaturescanaddmythicdepthtoopenworldgames,like Skyrims legendary dragons or Red Dead Redemption: Undead Nightmares Bigfoot andChupacabrahunts,wherefindingthemisasmuchachallengeaskillingthem.Insomecasestheidea istoevokemedievalurban legendswiththehuntssuchtaleswerethesourceofseveralcreatureideasforCDProjektRedsartists.TherewerehundredsofSlavicmonstersinventedinmedievaltimes,andtheyreallconnectedtosomeweirdthingsthatcouldntbeexplained,saysleadcharacterartistPawelMielniczuk.HecitestheLeshenthedisturbinghumanoidtreespiritshownoffatE3asanexampleofthisinspiration.Thenamewasquiteunique,andweretryingtoapplysomekindofvisualstyletohowcoolthenameis.ItsoundscoolinPolish.ImnotsureifitsoundscoolinEnglish.Inspirationemergesfromotherunlikelysources.ImnotsureIcantalkabout different games, Mielniczuk laughs. But for me personally I love the monsters inCastlevania. Theywere quite unique, and this gamewas quite inspiring forme, for example,becausethesewerentthesortofmonstersyoudfind inWesterngames.Weretryingtoavoidzombiesandgenericalienthings.Whentheteamneedsaspecificcreatureforaquest,theartistsworkwiththequestdesignerstofigurethatout.Ifthecreaturehas itsownuniquequest,weneedtotalktothepeopleonthequestteam.
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