Tags: CD Projekt; Witcher, The
<p>Eurogamer <a href="http://www.eurogamer.net/articles/2011-02-20-retrospective-the-witcher-article" target="_blank">takes a look back</a> at <strong>The Witcher</strong>.</p>
<blockquote>
<p>So do you lead the imperial unit to the rebel camp to rout them completely, or do you lead the rebels in a pre-emptive ambush on the imperial guards camped in the forest? I felt that as a Witcher I should remain impartial and not get involved in the politics, so I continued to go about my business, determined not to help either, although it seemed that neither would attack the other until I acted and both would be stuck in their respective camps for game-time eternity. Eventually I left the swamplands, willing to leave that particular branch of the story unresolved, such was my feeling for remaining true to the neutrality of the Witcher ethos.</p>
<p>But it did resolve. Despite what seems like a two-choice scenario, CD Projekt RED built in an invisible third choice: do nothing, as I had. This choice comes with its own outcomes and pretty storyboards further down the line, and you're chided for your neutrality; reminded that it has its own consequences. Had I created my own character, I likely would have chosen one side over the other, but with The Witcher I felt it was my duty not to choose, because that was what a Witcher would do.</p>
<p>The Witcher's legacy to me is that it encouraged me to play an actual role, rather than flesh out a cipher with a range of canned goods and evils. It illustrated that game developers needn't rely on reward or punishment to make us care about the choices we make: provide compelling narrative, not shiny trinkets, as the preeminent consequence of our decisions and that will be enough. We'll even forgive you the sex cards.</p>
</blockquote>
<p>I didn't know you could do nothing and this quest would still resolve. Cool.</p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#16803">RPGWatch</a></p>
<p>Eurogamer <a href="http://www.eurogamer.net/articles/2011-02-20-retrospective-the-witcher-article" target="_blank">takes a look back</a> at <strong>The Witcher</strong>.</p>
<blockquote>
<p>So do you lead the imperial unit to the rebel camp to rout them completely, or do you lead the rebels in a pre-emptive ambush on the imperial guards camped in the forest? I felt that as a Witcher I should remain impartial and not get involved in the politics, so I continued to go about my business, determined not to help either, although it seemed that neither would attack the other until I acted and both would be stuck in their respective camps for game-time eternity. Eventually I left the swamplands, willing to leave that particular branch of the story unresolved, such was my feeling for remaining true to the neutrality of the Witcher ethos.</p>
<p>But it did resolve. Despite what seems like a two-choice scenario, CD Projekt RED built in an invisible third choice: do nothing, as I had. This choice comes with its own outcomes and pretty storyboards further down the line, and you're chided for your neutrality; reminded that it has its own consequences. Had I created my own character, I likely would have chosen one side over the other, but with The Witcher I felt it was my duty not to choose, because that was what a Witcher would do.</p>
<p>The Witcher's legacy to me is that it encouraged me to play an actual role, rather than flesh out a cipher with a range of canned goods and evils. It illustrated that game developers needn't rely on reward or punishment to make us care about the choices we make: provide compelling narrative, not shiny trinkets, as the preeminent consequence of our decisions and that will be enough. We'll even forgive you the sex cards.</p>
</blockquote>
<p>I didn't know you could do nothing and this quest would still resolve. Cool.</p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#16803">RPGWatch</a></p>