CDPR was afraid that the scale of The Witcher 3 is not suitable for an open world
Leading quest designer The Witcher 3: Wild Hunt Mateusz Tomashkevich (Mateusz Tomaszkiewicz) in an interview with Jordan Herbick (Jordan gerblick) from GameSradar+ said that CD Projekt Red feared a large -scale story in the context of an open world. She was worried that such an approach would not work.
Tomashkevich thought about what kind of “risk” I went CDPR, Creating The Witcher 3 with such a long and deep history, and even with the open world.
We did not know if it was necessary for people, is it suitable for the style of the game with the open world. But we went to these risks. We did everything in our power to smooth out the corners. I think everything turned out in the end.
Mateusz Tomashkevich
The fears were caused by the fact that such a deep narrative is more common in linear role -playing games like The Witcher 2: Assassins of Kings without a huge open world.
Now the team Tomashkevich from Rebel Wolves It works on The Blood of Dawnwalker, Role play in the setting of an alternative East European Middle Ages with an admixture of dark fantasy. The central role in the project went to vampires.
The Blood of Dawnwalker Created for PC, PlayStation 5 and Xbox Series. The release dates are unknown, but the presentation of the gameplay will take place this summer.
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The Witcher 3: Wild Hunt
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Well, he didn’t come in the end. Just people during the game close their eyes, and then on social networks, memes saw how herals to Guint Trembot, when he urgently needs to run to look for cyrion.
The open world serves as a holistic decoration for the plot, which becomes even more integral thanks to this open world. In none of the realities, the Witcher would not be better if he closed in stitched corridors. All because the magic of Openvorld is the illusion of freedom of movement, as a result of which the passage of even a rail plot in it is felt as a personal choice, personal experience, even if you are led by the handle, you still have an option to distract yourself.
But here is an open world, there I almost did not want to walk, only opened the card and went straight to the next issue and so over and over again.
And I wanted. Because at the time of 2015, nature and weather effects there were just a dump of the head. Questions are a justification for visiting different places and biomes, but not the goal. That is why there are questions to the content to the questions. But the open world does not get worse from this, because he fulfills its goal.
For me, a witcher 3 is 10 out of 10, but I will say blasphemy – without an open world it would be even better.
Quests, visually, music, everything is perfect. But here is an open world, there I almost did not want to walk, only opened the card and went straight to the next issue and so over and over again. And the opportunity to knock down the pace of the main plot with giant or something else was not good.
Game masterpiece, but all games need an open world. It was beautiful in the world of a witcher, but only in Novinralla, the rest of the map, the mark, the path to the question of the question, was drawn
The Witcher 2 recently re -transferred and this is just the story from there fits the big open world much more.
Simulation, suitable for the fact that in the headlight of the region 3/4/5 would not be superfluous there, that’s for sure.
The open world can be made good and make gameplay interesting, but even pumping in the witcher did not encourage the farm of the mobs, they stopped giving experience quickly for them.
You can do this in the game about pumping on mobs. Is it a witcher 3? No.
The open world here is simply the decoration is empty, it would be better to just quite large locations with frequent transfers in a conditional dungeon, the city and so on.
No, no better, because frequent transfers to the right dungeon level the feeling of seamlessness of what is happening. It takes the feeling that while you are quitting in Novigrad – behind its walls there are places in which you can break at any time.
Yes. In general, I did not cleanly clean my first passage of the question. This is the most inappropriate pastime, given that the character progression is tied exclusively on quests.
In Zelda or Mordovond, GTA, even if you get away from the quality of these games, you wanted to walk there, you could explore the world and not look at the map for hours
Only in this very zeld https://nonukonlinecasinos.uk/welsh-not-on-gamstop/ empty locations without any practical purpose for research more than half. Yes, and Zelda (specifically – about the tops) is generally a different plan game. There is practically no plot there. If we compare the forehead in the forehead, then I will ask you to name at least one interesting quest in the open world of Zelda, in comparison with the Witcher. Will I do honestly? No.
In Morovinda, you look not at the card, but to the questologist. You can’t “take a walk” there when passing, because the notorious “walk” = part of the quest design.
GTA does not reward in any way for research. Open World there is also a dummy. Zig with a sword in plot letters move – that’s the whole GTA for more than twenty years.
In the witcher, as in Cyberpank by the way, they do just beautifully and dead, it is not clear what is in this world and why do?
I already answered – this is necessary for the plot to be perceived as it is perceived.
So that when the player accidentally passes past the places of actions of previous quests or plot arches, he played phantom nostalgia and he understood that he was a participant in events whose scenery did not disappear after the boot screen.
Quests. Open World there for quests.
Gulya around the world in it there are quests. Absolutely random. In several stages. If this is not a reward in a game that positions itself as a plot, then I do not know what else you need to reward the player.
IMHO, of course, they do not have to remove the open world in a witcher 4, but they need to try to take more time to classes there, let it be at least pumping, unexplored quests and caves, some strange ruins and discoveries that no one has noted anywhere in advance.
Yes, that would be fine. I am also for visual in -game landmarks in the study, not markers on the map.
Unfortunately the open world in the witcher 3 is only a beautiful decoration. The open world is dead and does not react to the actions of the player
I had the same thought with the recent reproduction of Cyberpan, especially after the Chamber Dogtown, where the game literally screams that it could be like that, without empty kilometers. It even became a little sad.
But in the witcher 3, I did not feel so acute for some reason. Probably a setting with music was solved (yes, I love fantasy more than modern cities or space), and it was simply nice to be in the game, even while you clean the questions.
For me, ideal options were in 1 and 2 parts, where open small locations were given for research, and after the end of the main plot on them was the transition to the next such location. There is a slightly open world, and a clear division into stages / chapter, for a different story goal in each of them.
For narrative design of the first part, this is really perfect option. The quest chains there are long and multi -stage, so the open world with a large space for research would be bone in the throat.
In the second part, as if an open world would look better, kmk.
And I like the open world in the witcher, I don’t know how many times I dusted the whole card (many times), but it was never boring. All the same, the atmosphere in this game is at the highest level, the best game of his decade, and maybe not only his. This is the rare game that can even be launched again and completely pass it after many years, with all questions and quests, even if it has already passed many times. All such worked out worlds.
Everything is subjective, on the contrary, I walked around the world of Vicher with pleasure
That is, they use it as a decoration. Treat him as a decoration. Give the properties of the scenery and do nothing so that it will stop the decoration.
Please do not justify this unequivocal flaws and bad decisions of the developers.
They didn’t do it specially -I just see the following in the CDPR: “And let’s kill the Luta and Equipment system to hell, so that it is interesting to explore only because of the quests” or “Chet of all the world, let’s make a bunch of default camps of the bandits, and we also fill up the chests with the trash and with the legendary rubbish -10 to attack in comparison with the random sword from the homeless ". These are just unsuccessful solutions/lack of experience/lack of time, etc.p.
An interesting gameplay and activity do not interfere with a wonderful plot, cool quests and beautiful decorations.
If the task is to load the player into the world of the game through the scenery, then they should be as believable as possible. If the task is immersed in the plot and history, then the world of the game is already decorating. These are different tasks and different priorities in resources.
Well, here’s the question of the Witcher 3 Open World? If cardboard decorations spoil immersion in the plot and world? Here in Mafia it works just like that, but for this they did not load the world of activity so that the player would not be distracted from the plot and proud of the decoration function. In the witcher 3, you are directed to be pushed by the world to study, they have been thrown out of questions, all kinds of activities, respectively, and you go to study and along the way you see all the cardboardness that is knocked out of immersion and the second distracts from the plot and very strongly. Therefore, in a witcher, he does not work as a full -fledged decoration and as a full -fledged Openvorld.
And about RDR 2, the world and plot are very cool, you always feel yourself in the plot, you went to hunt or look for treasures or look for a fucking woodpecker to send by mail. You still do not fall out of history, this is all your story. This is just an amazing job that is only Rockstar. But the witcher is also a 9 out of 10 game for me, but she has the same jambs of obvious, but apparently herald sectarians cannot perceive any criticism of the game.
Have you made these activities worse? How much the copywritten nests of the monsters and the camps of bandits were reflected in assessing the game and its collective perception?
Made. The fact that the assessments are high does not mean that the game works in all aspects as it should or that they were not scored by a bolt. The game in many aspects is broken – if these aspects worked as it should, the game would be much better.
Well, maybe you yourself read it yourself? I haven’t talked anywhere about the sandbox.
The game is not necessary to be a sandbox so that its open world works not only as scenery for quests.
Fayspalm. Okay, you can not continue the dialogue.
If you start the game in the new game+ and turn off in the options all the questions on the map, then the game is Preobrazhenskaya in your eyes, and you start to go through the game by high without pain.
Yes, and these questions. The impudent flock of the drowsy guards the chest with boots
Please start reading, not echoing the same fucking one after another. I’m writing about something else.
I just see the following in the CDPR: “And let’s kill the Luta and Equipment system to the hell, so that it was interesting to explore only because of the quests” or “Even our world turned out, but let’s make a bunch of default camps of bandits, and we also fill up the chests with rubbish and with the same legendary garbage
Try to read what I wrote earlier. I attach a screenshot.
After reading, try to turn off the maximalism and accept the fact that if the open world does not have an OMAGAGY a reliable natural ecosystem with a living flora and fauna, in which you can live, play and jerk off, this does not mean that it does not fulfill its function. The function of decoration in the plot game that has no systematic gameplay level of sandboxes. Does not even swing.
Does this mean that activity is perfect and they cannot be improved? No.
Have you made these activities worse? How much the copywritten nests of the monsters and the camps of bandits were reflected in assessing the game and its collective perception?
An interesting gameplay and activity do not interfere with a wonderful plot, cool quests and beautiful decorations.
Interfere. No one has yet solved this problem in the industry.
Ludonarrative dissonance, I have already mentioned here.
Well, you somehow too categorically stated that there is definitely no. Specifically for you – possibly. For others, far from a fact. And if in general, then the game would be different, but it is far from the fact that worse, t.To. First of all, the witcher 3 is strong in other aspects, and not the open world.
The problem of the open world of the Witcher 3, that in fact, writers, screenwriters, designers and artists are drawn to the hump. Game designers and lvl designers there, let’s say the wrong decisions made (at least in my opinion). Perhaps if there weren’t the game of the dead system of equipment and objects, this would solve some issues – but alas and ah.
If you are interested in seeing what is happening with the game in the absence of cool quests and the plot – welcome to AC: Odyssey (only it will be even somewhat worse, the assassins have all their strengths).
The open world of the Witcher 3 had to be reduced one and a half to two times, to make more vertical places, diverse and saturated. In general, the developers themselves proved this on the example of Tussent.
The open world can be made good and make gameplay interesting, but even pumping in the witcher did not encourage the farm of the mobs, they stopped giving experience quickly for them.
The open world here is simply the decoration is empty, it would be better to just quite large locations with frequent transfers in a conditional dungeon, the city and so on.
You walked a lot around the Witcher’s world without opening the card after the successful completion of the mission, the question? In Zelda or Mordovond, GTA, even if you get away from the quality of these games, you wanted to walk there, you could explore the world and not look at the map for hours. In the witcher, as in Cyberpank by the way, they do just beautifully and dead, it is not clear what is in this world and why do? I agree about beauty, in 2015 it was simply possible to admire, but this is not quite what motivates to walk around this world then. All that should be marked on the map, up to simple chests and somehow it makes no sense to other places, you don’t go. There is no bunch of mini games or pumping to have some kind of farm, alchemy is generally a little simple. So it turns out that the KP77 and the Witcher 3 are just very beautiful screens, but not very functional.
IMHO, of course, they do not have to remove the open world in a witcher 4, but they need to try to take more time to classes there, let it be at least pumping, unexplored quests and caves, some strange ruins and discoveries that no one has noted anywhere in advance. To find this, you would like to wander not only because of the pretty graphics. I had enough graphics for just the time of passing.