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Witcher 3 - Interview @ ClickOnline

by Couchpotato, 2013-07-05 02:11:48

ClickOnline has an interview with  Lead Gameplay Designer Maciej Szczesnik about The Witcher 3: Wild Hunt. The interview even has a few Cyberpunk 2077 questions.

Click: Considering the improvements brought via REDengine 3, how will NPCs react if Geralt gets a reputation for being overly brutal?

MS: We work towards creating an open, living world and we put a lot of emphasis on the consequences of player’s actions. That’s why in some quests players will be able to pick between taking a brutal course of action and a milder, more pacifist one. We’re exploring a variety of ways of providing players with choices in order to avoid repetitiveness.

When it comes to NPC reactions - we’re working on a reaction mechanic that will determine characters’ attitude towards Geralt. Thus starting a brawl in a village will not only antagonize the town guards, but also scare off the local inhabitants.

Click: Will Geralt have more opportunities to resolve conflicts via conversation? Are we likely to see any light platforming or puzzle sections in Wild Hunt?

MS: Yes, Geralt will be able to resolve some conflicts just by talking to people. However, it won’t be a generic mechanic, available at your disposal automatically. Instead, it’s a part of our meticulous quest design process. We want to tell a story first and foremost, and hard choices that evoke strong emotions and have concrete consequences are a vital part of that.
I wouldn’t expect any platforming or puzzle elements in The Witcher 3, though. Such features are not exactly in line with the general theme of our games, which revolves around a complex storyline and tough choices.


Click: Reportedly, Monster Hunting is much expanded in Wild Hunt – what role will potions, poisons, traps and preparation play in this system? Will it be a more strategic affair than its predecessors?

MS: We’ve revamped combat to make it feel more tactical. Players will need to plan for each encounter in advance, for instance by learning which fighting style will work best against a given foe. Potions and poison will be an integral part of these preparations as well. Monsters will in general be more challenging - we want to make each encounter memorable and difficulty has a role to play in that. Having to brew the proper potions builds on this.

Click: Are there any multiplayer plans for Wild Hunt? Assassins of Kings offered an arena mode, will this transform into a multiplayer option?

MS: Our focus is on making The Witcher 3 a breathtaking, unforgettable experience, a true storytelling gem among video games. Hard choices, morally gray characters - that’s what will make the next installment of Geralt’s story a truly great RPG. Any multiplayer features would only break the immersion we’ve worked so hard to achieve. That’s why The Witcher 3 will be a single-player experience only.


MS:
Yes, Geralt will have new parry moves, counters and dodges at his disposal. Thanks to the 96 new combat sequences I mentioned, fights won’t come across as repetitive. Additionally, combat itself has been slightly slowed down, and in turn has become more tactical. Defense will play a crucial role during fights. You’ll now be able to block incoming attacks while moving - swing your sword, though, and you’ll create an opening for your opponent. Combat will thus require more planning and thinking. - See more at: http://clickonline.com/games/interview--maciej-szczesnik-%5Bthe-witcher-3-wild-hunt%5D/18544/#sthash.egqX7m1u.dpuf
Click: Modern Action Games, notably Arkham City, Dark Souls and Revengeance put a lot of stock in their counters-attacking systems. Geralt was a fairly aggressive fighter last time, but will he have a wider range of parries, ripostes, evades, backstabs and defensive manoeuvres in Wild Hunt?

MS:
Yes, Geralt will have new parry moves, counters and dodges at his disposal. Thanks to the 96 new combat sequences I mentioned, fights won’t come across as repetitive. Additionally, combat itself has been slightly slowed down, and in turn has become more tactical. Defense will play a crucial role during fights. You’ll now be able to block incoming attacks while moving - swing your sword, though, and you’ll create an opening for your opponent. Combat will thus require more planning and thinking.


Click: There were five major signs in Witcher 1 & 2 – are there more signs on offer in Wild Hunt? Will basic version of the signs be available from the start? Or will they need to be unlocked?

MS: At the beginning, Geralt will be able to choose from five signs. It doesn’t end there, however - in The Witcher 3 we introduce new casting modes which effectively double the number of signs at the players disposal. These “alternative versions” will be unlocked through character development, but don’t think of them as simply stronger versions of the same spells - they will offer different tactical uses. Let’s take Aard as an example. The primary version of this sign will send a telekinetic thrust to stun or knock down foes. With time, players will be able to unlock a secondary version of the sign and by pressing and holding the button, they will send out a shockwave that knocks down all surrounding enemies (you can actually spot this in our gameplay trailer). Similar dual modes are available for every other sign.

Click: Can you tell me anything about the reported weakness/vulnerability targeting system in Witcher 3? How is it triggered? Will it tie into normal combat? Will it open up non-lethal solutions to certain battles?

MS: Currently we’re still brainstorming different ways to implement this feature, so unfortunately it’s way too early to talk about it. Should it find its way into the game, we’ll most likely make use of it as part of the Monster Hunting mechanics.

Click: We’ve heard Geralt can talk his way out of certain encounters and even accept an opponent’s surrender – will non-lethal playthroughs be possible in Wild Hunt?

MS: We have to take two notions into consideration here. Geralt is a witcher, a monster slayer and a brilliant swordmaster. To get fully immersed in the character, players have to experience violent outcomes to certain conflicts. He’s not a murderer, though, and with all the weight we put on story, Geralt will definitely be able to solve some problems in non-lethal ways. The concept of choice is embedded deep within our code and is a crucial feature of the design of every single quest. At the same time, we draw a mostly grim picture of a gray, rather than a black and white, world. In this world, killing might not be the most cruel way of finishing some quests.

And that’s me told! Bloodlust satiated for the time being (or quite the opposite actually), I asked Maciej to open up about the nuts and bolts holding Wild Hunt together… - See more at: http://clickonline.com/games/interview--maciej-szczesnik-%5Bthe-witcher-3-wild-hunt%5D/18544/#sthash.qihF70SV.dpuf
Click: Modern Action Games, notably Arkham City, Dark Souls and Revengeance put a lot of stock in their counters-attacking systems. Geralt was a fairly aggressive fighter last time, but will he have a wider range of parries, ripostes, evades, backstabs and defensive manoeuvres in Wild Hunt?

MS:
Yes, Geralt will have new parry moves, counters and dodges at his disposal. Thanks to the 96 new combat sequences I mentioned, fights won’t come across as repetitive. Additionally, combat itself has been slightly slowed down, and in turn has become more tactical. Defense will play a crucial role during fights. You’ll now be able to block incoming attacks while moving - swing your sword, though, and you’ll create an opening for your opponent. Combat will thus require more planning and thinking.


Click: There were five major signs in Witcher 1 & 2 – are there more signs on offer in Wild Hunt? Will basic version of the signs be available from the start? Or will they need to be unlocked?

MS: At the beginning, Geralt will be able to choose from five signs. It doesn’t end there, however - in The Witcher 3 we introduce new casting modes which effectively double the number of signs at the players disposal. These “alternative versions” will be unlocked through character development, but don’t think of them as simply stronger versions of the same spells - they will offer different tactical uses. Let’s take Aard as an example. The primary version of this sign will send a telekinetic thrust to stun or knock down foes. With time, players will be able to unlock a secondary version of the sign and by pressing and holding the button, they will send out a shockwave that knocks down all surrounding enemies (you can actually spot this in our gameplay trailer). Similar dual modes are available for every other sign.

Click: Can you tell me anything about the reported weakness/vulnerability targeting system in Witcher 3? How is it triggered? Will it tie into normal combat? Will it open up non-lethal solutions to certain battles?

MS: Currently we’re still brainstorming different ways to implement this feature, so unfortunately it’s way too early to talk about it. Should it find its way into the game, we’ll most likely make use of it as part of the Monster Hunting mechanics.

Click: We’ve heard Geralt can talk his way out of certain encounters and even accept an opponent’s surrender – will non-lethal playthroughs be possible in Wild Hunt?

MS: We have to take two notions into consideration here. Geralt is a witcher, a monster slayer and a brilliant swordmaster. To get fully immersed in the character, players have to experience violent outcomes to certain conflicts. He’s not a murderer, though, and with all the weight we put on story, Geralt will definitely be able to solve some problems in non-lethal ways. The concept of choice is embedded deep within our code and is a crucial feature of the design of every single quest. At the same time, we draw a mostly grim picture of a gray, rather than a black and white, world. In this world, killing might not be the most cruel way of finishing some quests.

And that’s me told! Bloodlust satiated for the time being (or quite the opposite actually), I asked Maciej to open up about the nuts and bolts holding Wild Hunt together… - See more at: http://clickonline.com/games/interview--maciej-szczesnik-%5Bthe-witcher-3-wild-hunt%5D/18544/#sthash.qihF70SV.dpuf
Click: Modern Action Games, notably Arkham City, Dark Souls and Revengeance put a lot of stock in their counters-attacking systems. Geralt was a fairly aggressive fighter last time, but will he have a wider range of parries, ripostes, evades, backstabs and defensive manoeuvres in Wild Hunt?

MS:
Yes, Geralt will have new parry moves, counters and dodges at his disposal. Thanks to the 96 new combat sequences I mentioned, fights won’t come across as repetitive. Additionally, combat itself has been slightly slowed down, and in turn has become more tactical. Defense will play a crucial role during fights. You’ll now be able to block incoming attacks while moving - swing your sword, though, and you’ll create an opening for your opponent. Combat will thus require more planning and thinking.


Click: There were five major signs in Witcher 1 & 2 – are there more signs on offer in Wild Hunt? Will basic version of the signs be available from the start? Or will they need to be unlocked?

MS: At the beginning, Geralt will be able to choose from five signs. It doesn’t end there, however - in The Witcher 3 we introduce new casting modes which effectively double the number of signs at the players disposal. These “alternative versions” will be unlocked through character development, but don’t think of them as simply stronger versions of the same spells - they will offer different tactical uses. Let’s take Aard as an example. The primary version of this sign will send a telekinetic thrust to stun or knock down foes. With time, players will be able to unlock a secondary version of the sign and by pressing and holding the button, they will send out a shockwave that knocks down all surrounding enemies (you can actually spot this in our gameplay trailer). Similar dual modes are available for every other sign.

Click: Can you tell me anything about the reported weakness/vulnerability targeting system in Witcher 3? How is it triggered? Will it tie into normal combat? Will it open up non-lethal solutions to certain battles?

MS: Currently we’re still brainstorming different ways to implement this feature, so unfortunately it’s way too early to talk about it. Should it find its way into the game, we’ll most likely make use of it as part of the Monster Hunting mechanics.

Click: We’ve heard Geralt can talk his way out of certain encounters and even accept an opponent’s surrender – will non-lethal playthroughs be possible in Wild Hunt?

MS: We have to take two notions into consideration here. Geralt is a witcher, a monster slayer and a brilliant swordmaster. To get fully immersed in the character, players have to experience violent outcomes to certain conflicts. He’s not a murderer, though, and with all the weight we put on story, Geralt will definitely be able to solve some problems in non-lethal ways. The concept of choice is embedded deep within our code and is a crucial feature of the design of every single quest. At the same time, we draw a mostly grim picture of a gray, rather than a black and white, world. In this world, killing might not be the most cruel way of finishing some quests.

And that’s me told! Bloodlust satiated for the time being (or quite the opposite actually), I asked Maciej to open up about the nuts and bolts holding Wild Hunt together… - See more at: http://clickonline.com/games/interview--maciej-szczesnik-%5Bthe-witcher-3-wild-hunt%5D/18544/#sthash.qihF70SV.dpuf
Click: Modern Action Games, notably Arkham City, Dark Souls and Revengeance put a lot of stock in their counters-attacking systems. Geralt was a fairly aggressive fighter last time, but will he have a wider range of parries, ripostes, evades, backstabs and defensive manoeuvres in Wild Hunt?

MS:
Yes, Geralt will have new parry moves, counters and dodges at his disposal. Thanks to the 96 new combat sequences I mentioned, fights won’t come across as repetitive. Additionally, combat itself has been slightly slowed down, and in turn has become more tactical. Defense will play a crucial role during fights. You’ll now be able to block incoming attacks while moving - swing your sword, though, and you’ll create an opening for your opponent. Combat will thus require more planning and thinking. - See more at: http://clickonline.com/games/interview--maciej-szczesnik-%5Bthe-witcher-3-wild-hunt%5D/18544/#sthash.egqX7m1u.dpuf

Information about

Witcher 3

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development


Details