Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview The Witcher interview

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: CD Projekt; Witcher, The

We've had a chat with <a href=http://www.cdprojekt.com/>CD Projekt</a>'s Joanna Kobylecka, who was nice enough to <a href=http://www.rpgcodex.com/content.php?id=128>answer a few questions</a> about <a href=http://www.thewitcher.com/>The Witcher</a> in great details:
<br>
<blockquote><b>7. Choices & consequences. CD Projekt has mentioned previously that different paths have different consequences, and that there are no right or wrong choices. Can you elaborate on that?</b>
<br>
<br>
Because we present a fantasy world that has no true distinction between good and evil there really isn’t a right or wrong choice. The Witcher is morally ambiguous. Within the story there’s a large political struggle occurring between the races and Geralt is struggling with his own existence. As a lone wolf you are not affiliated with any group, but your reputation, based on your previous actions and choices, has a major impact your future actions and choices.</blockquote>After Oblivion that sounds very, very appealing.
<br>
<br>
 

Rhombus

Liturgist
Joined
Dec 18, 2002
Messages
182
Location
In my head.
Non-linearity in the global sense means that one can go through the entire game in several different ways; decisions that the player makes over the course of the game lead to one of several distinct conclusions. It is important that, unlike in other games, we do not take a single decision at the end, which determines the finale. Characters whom we have helped will assist us in turn, and those whom we have left in need will turn their backs on us. The conclusion is the sum of many decisions that we have made.

I liked that answer. As apart from the open-endedness of certain other games, do the quest or don't, it is nice to see that there are some developers who do understand the concept..
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom