FiringSquad: Home of the Hardcore Gamer - Games, Hardware, Reviews and NewsSubmit your own or view users' CPU overclocking results!

  
 Home   News   THE MATRIX   Deals   Hardware   Games   Features   Media   Products   Forums   FS China 
AddThis Social Bookmark Button

Home : Games : Role Playing : The Witcher Interview: Part 1
» Join the Greatest Gaming Community NOW! (It's free)

Already a member? Login
 


Random Gallery >> 
Click to view high-res Image!
Silent Hunter: Wolves of the Pacific Review Screenshots [74] (4)


Bugs in CS (0) by sqitso
Clive Barker's Jericho Review (Round 2) (6) by jacobvandy
Warhammer: Soulstorm (0) by brajko2
Storm of the Century (0) by phatphrog
The Bland Addiction: World of Warcraft (17) by Discobiscuits
S.T.A.L.K.E.R Screenshot - An Artistic Touch (1) by sushrukh
Defense of the Ancients Review (Warcraft III Map/Mod) [Preliminary #2] (6) by Discobiscuits
The Witcher Review, The Polish RPG that could. (6) by McStu
Unreal tournament 2004 o.o (0) by boboboob
Finalists and Final Rules (6) by FS-Lyle

More Blogs >>




The Witcher Interview: Part 1
July 21, 2005   Jakub Wojnarowicz > [View My Other Articles]
Product Info | User Reviews | Article Images(24) | Image Gallery | Comments | Forum Thread
Page 2

FiringSquad: Please continue.

CDProjekt: First of all, we agreed that the storyline should be the spine, the basis of any RPG. Therefore, we’ve tried various ways of introducing this idea into being: we have placed the game in a rich, intriguing and believable world known from a series of 7 fantasy novels. This allowed us to provide background and depth unlike all that’s been seen in computer games. Another thing we achieved was creating a tale, a consistent story whose first draft was put together in the preproduction phase over 3 years ago. Since then the storyline has been constantly developed and updated. Mr. Sapkowski – the author of the Witcher saga has been providing us with crucial information and consulting the plot creation process. The richness and depth of the world required us to strongly modify the Aurora Engine, thus a new cut-scene editor allowing us to cut and ‘glue’ the story in a film-like manner, or a unique mimics system letting us reflect the richness of characters’ gestures and emotions.

Next there’s combat. Here we’ve introduced a unique system based on medieval fencing arts and techniques enhanced by magic. It comprises a total of over 200 animations interweaving into fluent combat sequences. What is more, it is a real-time-based system allowing the player to use numerous upgrades and power-ups and customizing the combat manner to one’s likes and needs.

Another important aspects of gameplay are freedom and non-linearity. And this is something we’re quite bent on. We’re most annoyed by the restrictions imposed by the game designers, that is why, we’re strongly trying to avoid them in our work. That is why The Witcher has no artificial restrictions, one can for example attack any character. You want to betray and attack your friend… be our guest, you may even kill them though they might be the key to the plotline. When willing to go through a guarded gate, you may try lying, bribery… you may ask someone to distract the guards and try dozens of other ways. The range of choices is entirely up to the player! It is also worth mentioning that the game is based in non-linear structure, thus all the quests can be completed in several ways, additionally, many choices depend on the way we are perceived by others. Introducing such a degree of freedom requires us to work hard, yet we really believe that linearity of today’s games must not become a standard! Many contemporary games have the graphics of high-budget Hollywood productions, unfortunately they are just as linear and predictable! Hmm, the possibilities of today’s computers and imagination of game developers seems to be vanishing these days, and that is not the point, is it?

Another important element of the game is character equipping and development. And here is what the die-hard RPG purists might find surprising ;). First of all, we have a predefined protagonist – this stems from our willingness of telling a truly intriguing story revolving around him. Nonetheless, we can develop the main character in almost any way we like and wish. We can concentrate on passive traits or ‘invest’ in active skills. What is even more important, majority of the aforementioned may be modified by upgrades and power-ups ‘bought’ during the game. Personality and view of the world seem just as crucial. Depending on his deeds, the protagonist may become a renown savior or a ruthless murderer. He may become a heartless racist – killing all non-humans, or protect them at any cost. Or he may be renown for killing non-humans! As you can see… the freedom of choice is huge and almost unrestricted.


Back! Page 1     More on ‘RPG Re-defined’ Next!
Blog + Share: Digg Del.icio.us Reddit SU furl • More: AddThis Social Bookmark Button
Send This Article to a Friend!  
Table of Contents
  Print Entire Article  

MATRIX CONTENT » RANDOM MEDIA BLOG More Blogs >>
No ratings yet
» Please rate this
I am an AMD AgentRead this Media-Blog entry!» A Truely "Epic" Game: Unreal Tournament 3 Review (4)
by Discobiscuits (62) Talk with this user on their Shout Box (My other blogs) Posted 9 months ago

Sponsored Links
:
[GO]


 Hottest Topics
Should Nintendo rush a new Wii to market? (36)
Microsoft Hardware unit: 'Say Goodbye To Laser' (25)
PC Games Industry Going All RIAA on Pirates (24)
FiringSquad Rumor Patrol: Apple, NVIDIA (18)
It's official: Comcast to cap users bandwidth (16)
Today's News >>
Today's Siteseeing >>


 Table of Contents


Mortgage  Cheap Moissanite Earrings  Foro de informatica  Advertising  Car Insurance
FiringSquad is powered by... Back to Top Site MapContact UsAdvertise With Us Privacy StatementAbout Us  
News RSSSiteseeing RSSArticle RSS   © 1998-2008 FS Media, Inc. All Rights Reserved