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    The Witcher 3 Developer Discusses Why Its Open World Worked So Well Hayley Williams On May 19, 2015, Polish studio CD Projekt Red released The Witcher 3: Wild Hunt, the final entry in its trilogy continuing author Andrzej Sapkowski's Witcher saga. With a huge open world, the game was a big departure from the style of the previous two games, but the risky move resulted in a game that still holds up five years later. In an interview with Polygon, the CDPR developers have talked about how The Witcher 3 was such a big departure from other games in the series, and what went into making that change. “Our quest director Mateusz Tomaszkiewicz, said that the main goal [of The Witcher 3] was to combine the design philosophy of previous Witcher games, which was to create a complex and mature story that has choices and consequences, with an open world," senior quest designer Philipp Weber told Polygon. "There used to be this preconceived notion you would hear a lot that open world games can’t tell interesting or deep stories. So that was something we took up as a challenge." Continue Reading at GameSpot https://ift.tt/eA8V8J

    On May 19, 2015, Polish studio CD Projekt Red released The Witcher 3: Wild Hunt, the final entry in its trilogy continuing author Andrzej Sapkowski's Witcher saga. With a huge open world, the game was a big departure from the style of the previous two games, but the risky move resulted in a game that still holds up five years later.

    In an interview with Polygon, the CDPR developers have talked about how The Witcher 3 was such a big departure from other games in the series, and what went into making that change.

    “Our quest director Mateusz Tomaszkiewicz, said that the main goal [of The Witcher 3] was to combine the design philosophy of previous Witcher games, which was to create a complex and mature story that has choices and consequences, with an open world," senior quest designer Philipp Weber told Polygon. "There used to be this preconceived notion you would hear a lot that open world games can’t tell interesting or deep stories. So that was something we took up as a challenge."

    Continue Reading at GameSpot

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