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  What Would Geralt Do? Witcher 2's Approach to Choice and Decision
by Christian Nutt [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
October 29, 2012 Article Start Previous Page 2 of 3 Next
 

That tension can really exist in the RPG genre, I think, in particular, because the story can be so heavy and the gameplay can be so abstracted, very often. Do you feel it's important to give deep system-level gameplay, in an RPG?

MS: They are important, but not for all types of players, I think. This is my personal opinion. So it's very good to have them, but it's also very wise to let players kind of skip them, or just play with them just a bit, and we do it in The Witcher. You can choose different difficulty levels, basically. So it's obvious; it's common.



MZ: Yeah, so if you had chosen the easy one, you could only have fun.

MS: Enjoy the story.

MZ: Enjoy the story, exactly.

MS: And don't bother with developing your character.

MZ: But if you've chosen normal or hard, you would have to be really good in fighting, and developing your character, and stuff.

MS: So this is our way. It's a common way, but it's proven to work.

Games have been criticized for generally not having the depth of story of a novel. Do you feel like you've gotten to the point where you have as much depth as the original novels? Or do you feel like you have a way to go in terms of…

MS: I think we're very close, and we want to push it even further with our new games, so I hope we'll eventually get there.

MZ: Yes, I totally agree.

Is it a matter of presentation, or is it a matter of the actual design of the way you tell the story?

MS: I think both. We use very intense visuals -- we use a lot of cutscenes, things like that, so we are really very intense in that one. So the presentation is very important for us. We want to be as close to movies, films, as we can get.

But the design of the stories are also very, very, very important -- because if you can spot any not coherent solutions, something that stays out and doesn't sit to the actual story, you lose immersion.

MZ: But games are also a totally, of course, unique type of media, right? The interaction with the player, the possibility that the player has the power to create his own story often, or at least has some impact on what's going on in the game's world.

And I think the true art, or challenge, is to give players freedom on one hand, but on the other hand limit their possibilities so that they won't break their own immersion. So that's something we're constantly trying to polish -- not to limit the players too much, but on the other hand, not to give them total freedom, because that will just spoil the plot. It's very hard to have a story-intense sandbox, I think.

Your game has a strong lead character. A lot of RPGs don't, right? They have a create-a-character -- something like Skyrim, for example. Do you think that this is crucial to having a story? And also, what does it do to the player to have a defined character rather than their own?

MS: I think it helps to build a more interesting story, because you have a defined character, so you don't prepare the storyline for just any type of character.

MZ: They're custom, they're precise, they're hitting your character -- your player -- directly. That's fairly cool.

MS: For example with NPCs, this is an obvious thing, but NPCs can relate to your character and they know him, things like that. So I think that it helps to build the story base.

MZ: But it's of course just one of the approaches, because for example Skyrim, right, they have a totally different approach.

MS: It's also a cool game.

MZ: I wouldn't definitely call our approach better. I think it's just different. I enjoyed Skyrim a lot and sometimes I just want to -- bang! -- go into this huge world, create my character, and play with it a little bit.

MS: Just have fun.

MZ: Yeah, just have fun. And I think it's a bit different experience than playing The Witcher, which is really story-intense and you've got your character. You cannot change it too much.

MS: It's actually story-driven.

MZ: Yeah, it's a different approach.

Does the person who's playing a game think of the person they're controlling as themselves, or do they think of it as that character? Or where is that line? Have you thought about that line?

MS: Yeah. I think that you have to like the character you're playing. Obviously if you cannot feel the same emotions as the character, you will lose, I think. But in our opinion, Geralt is a very strong guy and he's quite unique, and you will like him for sure. A lot of people would like to be like him in some situations, right? So that helps, and I think that kind of answers your question.

There was a lot of talk earlier in this generation of the idea of the characters in games being aspirational. They're someone who the player would want to be, but I don't really personally buy into that. There's a difference between empathy like you're talking about, and also wanting to be somebody, or idealizing someone.

MS: I think that this idol type of thing will not work. I think it's all about empathy, actually. It's similar to watching movies, right? If you can empathize with the main character, you will feel his emotions and you will be able to understand his motivations, and you'll be able to eventually understand the storyline, and you will be able to like it. And if you're not able to empathize with the main character, basically you're watching something.

MZ: I think the same thing happens in The Witcher. People often, when there's a situation where you chose something, people often ask themselves questions what would...

MS: ...Geralt do?

MZ: Yeah. What would go well with the type of character I'm actually playing, so what would Geralt do? And the thing we are really proud of is that some of the players say that he would probably choose this thing, and the others say he would choose the other thing. So we're delivering two choices.

MS: So they are defining the character. They are defining their own Geralt also.

MZ: Exactly. The problem is so deep and so... It's not blurred, but the solutions all go well with the type of character you're playing, and then the choice is really, really difficult.

 
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Comments

Rob Bergstrom
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One "What would Geralt do?" T-shirt, please.

Paulo Ferreira
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My kingdom for a PS3 version of Witcher 2 :P

James Cooley
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Witcher 2 is turning into my fondest gaming memory of 2012. The best point in the game for me was spending the game chasing a character to decide we really didn't have to fight. It wasn't what my Geralt of Rivia would have done. When I did it, it was unexpected -- but it just felt right.

Oh, and the dawning realization that small decisions could change the majority of the game. It was like, hey, EVERYTHING is different! Never before had choices mattered so much.

Bart Stewart
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Excellent interview. But, this:

"MS: We just cannot go against our lore."

Well, great. Now I'm going to wonder what Star Trek Online might have been like had it been developed by CDPR.

More seriously, why do so many developers so frequently choose conceptually easy game mechanics over lore fidelity? Even more oddly, why so consistently choose conventional mechanics over lore-driven mechanics if they (or their game's publisher) have paid good money for the license to make a game based on some popular bit of IP?

"Gameplay always has to come first" is the usual retort. But doesn't the decent commercial and critical success of The Witcher gamer suggest that this choice isn't always self-evidently right?

Paul Marzagalli
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Geralt is one of my favorite characters of the last decade. I was thrilled that the Witcher 2 was such a success and especially thrilled that they kept the same voice actor for the English version of the game.

Witcher 2 disappointed me in a few small ways. While I appreciated CD Project's eliminating of the backtracking that plagued the first game, Witcher 2 also felt much smaller than the deep narrative of the first game. I won't lie - I also missed the James Bond-like lustiness of Geralt in the first game. Another thing I wish CDPR had done is what Bioware did for Mass Effect 2 on the PS3 - have a comic or something that allowed you to define Witcher 1 choices for the second game. I couldn't run the game on my PC so had to get the 360 version. It would have been nice to see my Witcher 1 choices reflected in the story.

Still, it has been my favorite RPG of this year and one of my favorite games of the year, too. I'm glad they've hit that next level of success with the sequel and I look forward to them building on that going forward. My only hope is they don't shy away from the story's complex narrative, thinking they have to water it down to give it a broader appeal. Nothing would be more fatal.

Richard Redding
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I have actually played both of the Witcher games and I am looking forward to the third one as well as to see how well they incorporate the lessons they learned from the Witcher games into their new cyberpunk offering that they have in the works.

I do not necessarily have a favorite character from the series as I enjoyed them all immensely.

The morality system that is in place however, I do think could use a little tweaking. One of the subtle tweaks I would put into play would be that decisions are not necessarily light and dark or grey for that matter. It merely affects how the world sees your character. Saying this however is easier said then done. If you think about the Shannara series of books written by Terry Brooks and one of the main characters therein, Allanon the druid. Allanon did not always do things because they were right or wrong, he did them because he felt they needed to be done and always for his own reasons.

A morality system is a wonderful thing to have, but players will always find a way to abuse it and twist it to their own desires. The best way to get around this would be to make it so that the system itself has no impact on what the character can obtain, merely how it is obtained and how the world reacts to the character.

One of the few things I did not like about the witcher series, was the camera angles and the lack of ability to go into a First Person Point of View.

Overall though, I am looking forward to a third game in the Witcher series should one be made.


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