Download - The Witcher 3 Preview - How to Build an RPG With 36 Endings - GameBasin.com

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  • 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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