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.

Development Info World creators: Out of chaos comes order

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,600
Location
Deutschland
Tags: CD Projekt; The Witcher 2

CDProjekt RED have started a developer blog, where they put up some pieces giving insight into the process of gamedesign. If you can call it that. Have a snippet from "Tough choices".
Our first solution was a “consequence graph”. We used it while creating The Witcher 2. At one point we thought about Geralt dual-wielding his swords. Geralt would fight with both his steel and silver sword. The idea seemed spectacular, especially in the visual aspect. Then we drew the consequence graph. The starting point was called: “dual wielding combat”. Then we started thinking about the direct consequences e.g. “looks great”.

Then we went deeper.. and we realized that dual-wielding interferes with one of our main gameplay rules – our swords serve two different purposes. The silver one works against magical monsters and the iron one works best against humans. The idea was finally abandoned and Geralt’s image remained coherent.
Such are the tough choices of game design. Wouldn't it have been awesome to dual-wield steel and silver katana?

And another one:
Concept artists draw maps of locations based on quest descriptions together with the first impressions of characters and monsters.

Character artists look for ways to reflect personalities of different people, concentrating on those which are the most important to the storyline.

Location artists create the first 3D maps using the REDengine, which is an excellent tool for creating vast locations. This is the moment my team steps in. When we have the first sketches we can see how the world will look in 3D. We define the size of the gameplay area, thus setting the area the player will be able to explore. We determine what we want the player to feel when he or she walks up a hill or descends into a valley. After we combine our work with all the story and gameplay guidelines, we see a world teeming with life, no longer an empty visualization.
Concept artists create the concept art, character artists create the characters and the location artists create the locations. Good to know.

Thanks to infinitron for the heads-up.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
33,052
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Well, that "consequence graph" seems like a good idea. Whenever someone comes up with a retarded idea, they use the consequence graph and look what the idea would contribute. If "is cool" is the only thing, then the idea can safely be ditched due to being retarded.
 

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