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TheWitcher3preview:howto

buildanRPGwith36endings
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. The
conclusiontothetrilogy,whichpromises100hoursofcontentanda50hourstory,hasmorethan
doubledthat.Wehaveabout14,Ithink,saysleadquestdesignerMateuszTomaszkiewicz.Nor
have CD Projekt Red simply padded out The Witcher 3s Skyrimexceeding open world with
unimaginativebusywork.Theyvesystematicallybanishedfetchquestsfromthegameor,atleast,
asmuchasateamcanwhenmakingahighfantasyRPG.ItsoneofthewaysthePolishdevelopers
arerefiningtheiridentitythroughthecreationofTheWitcher3,wherequestandnarrativedesign
isbeingmeticulouslyworkedandreworkedrightupuntilrelease.Thephilosophyis,ifyouneedto
haveafetchquest,makesurethestorydoesadamngoodjobofhidingit.Whenwedohavethese
situations,whichisrarely,wecompensateforitwiththenarrative,writerJakubSzamalekexplains.
ItlldefinitelybeaninterestingstoryinitselfyoullbeintriguedbytheNPCsmotives,andwhere
thisisallleading.Evenwhenyouhaveasimplestructureitssomethingwerecompensatingforin
thestory.Thereasonforabolishingfetchquests?CDProjektReddontlikethemmucheither.We
aretryingveryhardtolimitsuchinteractionsofstructurestoaminimumbecausewedontthink
theyreinteresting.Instead,theywanttoberadical.ThestudiosambitionistofurthertheRPG
on all fronts from big, sprawling decisions that impact the world to the very basic principle of
handing an item from one NPC to another. Its a sign that The Witcher 3 could complete the
developers ongoing evolution from rough RPG debutantes to bestinclass.
Mateusz and Konrad Tomaszkiewicz, lead quest designer and game director respectively, list
various types of openworld game, including GTAstyle sandbox titles, before explaining why
PiranhaBytesGothicseriesisthemostaptcomparison.Itsmostsimilartoourgame,Ithink,
Mateuszsays.Aquiteperfectcombinationofstorylineandfreedomintheopenworld.Itsquite
similar,theGothicseries,intermsofquestdesignandhowweorganisethestory,butourgame
has a very, very big landscape and Gothic locations were open world... ...on a smaller scale,
Konradfinishes.WevewrittenaboutthesizeofTheWitcher3sopenworldinpastissues,butits
the detail of that landscape more than the scale that feels unprecedented. Individual blades of
grassswayinginthewind,theanimationqualityofthecreaturesthatboundatGeraltinbattle,the
sparksflyingfromhishandduringafirespellandthetimelapseeffectofdramaticskiestearing
overthemonsterkillerashemeditates.AlesserPCstandsnochancehere,anditsnotjustpretty
effectsthatmakeTheWitchersworldsoenticing.Thewaythegamesthreeregionsareshaped
byvariousportionsofEuropeanmythologyandhistorypromiseacoherentbutstillunusualdark
fantasyworld.Wehavetoplanhowtocoverthisbigopenworldwithcontent,whichisnoteasy,
becauseasyouknowtherearesomeproblemswiththatinopenworldgames,Mateuszsays.We
wanttogiveworthwhilecontenttotheplayersintheopenworld.Wehavetothinkabouthowto
avoidrepetitivequests,wehavetothinkabouthowtofillthishugelandscapewithqueststhatyou
willnoticeandtakepartin,wehavetomakethemainstorylineeasytocomebacktoifyoudelve
into the sidequests, which might be difficult for some players.
Variousactivitiesfilltheworldoutsideofthemainstory,includingmonsterhuntingquestswhere
Geralt plies his trade. Far from the typical openworld filler of recycled character models, these
creatures require tracking and hunting down, and each has a backstory. They involve hunting
legendarycreatures,Mateuszsays.Theyshouldbetoughertobeatthannormalopponents.Each
encountercontainsauniquecreatureandeachofthosehuntsisunique.Theyrenotrepeatable,
inthesensethattheyeachhavetheirownplot.Youcanexpecteachsettlementwillhaveatleast
oneofthem,ifnotmore.Suchlegendarycreaturescanaddmythicdepthtoopenworldgames,
like Skyrims legendary dragons or Red Dead Redemption: Undead Nightmares Bigfoot and
Chupacabrahunts,wherefindingthemisasmuchachallengeaskillingthem.Insomecasesthe
idea is to evoke medieval urban legends with the hunts such tales were the source of several
creatureideasforCDProjektRedsartists.TherewerehundredsofSlavicmonstersinventedin
medievaltimes,andtheyreallconnectedtosomeweirdthingsthatcouldntbeexplained,says
leadcharacterartistPawelMielniczuk.HecitestheLeshenthedisturbinghumanoidtreespirit
shownoffatE3asanexampleofthisinspiration.Thenamewasquiteunique,andweretrying
toapplysomekindofvisualstyletohowcoolthenameis.ItsoundscoolinPolish.Imnotsureif
itsoundscoolinEnglish.Inspirationemergesfromotherunlikelysources.ImnotsureIcantalk
about different games, Mielniczuk laughs. But for me personally I love the monsters in
Castlevania. They were quite unique, and this game was quite inspiring for me, for example,
because these werent the sort of monsters youd find in Western games. Were trying to avoid
zombiesandgenericalienthings.Whentheteamneedsaspecificcreatureforaquest,theartists
work with the quest designers to figure that out. If the creature has its own unique quest, we
needtotalktothepeopleonthequestteam.
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