6 de março de 2013

The Witcher 3: Wild Hunt: O desenvolvimento narrativo num mundo aberto (entrevista)

O jornalista Nathan Gryson, do portal Rock, Paper, Shotgun , esteve à conversa com dois elementos da DC Projekt Red sobre The Witcher 3: Wild Hunt: Jakub Rokosz, senior quest designer, e Michal Platkow-Gilewski, responsável de marketing dos estúdios polacos. O resultado foi uma excelente entrevista sobre a série, a passagem no terceiro título para um formato open world, as lições retiradas de jogos anteriores e de jogos de outros estúdios (como Skyrim) e algumas mudanças e novidades para o próximo capítulo da história interactiva de Geralt of Rivia. Dois destaques: 

RPS: In other interviews, you’ve noted that you’re paying close attention to the strengths and weaknesses of worlds like Skyrim. How so, though? Where do you think Bethesda and others most need to improve?

Michał Platkow-Gilewski: It’s hard not to mention Skyrim, but I believe that our approach to our game is totally different. What they created was an open-world RPG. What we’re doing is a story-driven RPG set in an open-world environment. For us, the most important aspect of the game is always the story. And by “story” I mean not only what’s happening, but also the choices and consequences, the moral gray areas, the good or bad characteristics of the NPCs that make them believable. After you meet them, you’ll remember who they are and why they do what they do. All that is the most important thing for us.

But this time we wanted to put all of that in an open world. It’s a big challenge, but we’ve identified all the tricky parts of it, and we’re working hard to give a great storytelling experience in this open world. As far as asking what will be the consequences of your actions, there will be a lot of them. You know Witcher 2. We want to bring all of our experience in this field and put it in an open-world environment. Bigger and smaller actions will all bring you to small or huge consequences.

It’s enough to tell you that we’re preparing three totally different epilogues depending on how you finish the game, with different choices somewhere in the middle. There will be 36 different states you can leave the world in. By states, I mean more significant changes, not every single change you’re involved in.


RPS: You said that different quests might affect the main story without players even knowing. That sounds like it would ultimately benefit players the most to do everything, or do as much as possible before they finish the main story. With those multiple epilogues you were talking about, is there a good, better, and best one, or are they just different?

Michał Platkow-Gilewski: We don’t have multiple colors of endings in our game [laughs]. To be honest, the ending for us, the epilogue, it should just be the cherry on top of all your consequences and how you wanted the world to change. I don’t know if there’s anything like a bad ending or a good ending. It’s just the way you played. If you don’t like it, just play it again.

Jakub Rokosz: It’s only the consequences of your choices. You decided that the world should be shaped this way. If you don’t like it, you can try it again.

A entrevista completa pode ser lida aqui. Entretanto, foram disponibilizadas novas imagens do jogo no site oficial.

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