Marcin Iwinski, co-founder of CDP.![]()
In other words... best CEO ever.The Big Papa![]()
Marcin Iwinski, co-founder of CDP.![]()
In other words... best CEO ever.The Big Papa![]()
Ahem.Wait a minute...it was probably mentioned already, but what's the point of the whole 'witcher senses' thing if you have a quest marker on the map?
Another thing that probably could be made triggerable via a gameplay option or something.I can't emphasize strongly enough how much I appreciate you guys taking the time and bother to reply. Thanks. Also, Kudos, the open world is looking smashing!
On topic, I was under the impression the WItcher Senses were a manifestation of Geralt's heightened visual and auditory acuity, in which case there would be no reason for the ledge to be highlighted. Navigation is one of the inherent challenges the player faces in Open World games and thus it is also the source of great satisfaction. Take away the challenge and you'll take away the satisfaction.
Let the player stare at the screen for a minute or so, if need be. Trust the player. He will figure it out.
Agreed. Very much.
Highlighting interaction points severely thins the exploration and takes away much of the satisfaction in finding something.
Coincidentally, I had a chat with a friend recently about TW1. She was in chapter 2, and was having a hard time figuring out what to do. That's actually something I liked about it. I remember opening the journal, reading the quests, and tried to figure out how to progress with the investigation. I loved it, because at some point it wasn't as simple as "Go to X, talk to Y, hf gg." It wasn't so clear, and it made you actually think. How many games made me consider my next course of action like that?
I know this isn't identical. Environments and people to talk to are different. Still, the principle is the same - the game doesn't hold your hands. Or, at least, the previous ones didn't. It treated you like an adult. I mean no offense, and I realize the intentions are good (preventing frustration of being stuck), but I'd prefer the game to challenge me in exploration as well as combat.
So far I wrote about the satisfaction.There's also an aspect of incentive. When the primary interaction points are highlighted, I have less reason to explore the area around that ledge. Sure, maybe there's the possibility of finding a chest and some good loot, but it immediately narrows down my expectations. I know that in this area, there is just one ledge. So when I explore for the potential epic sword in hiding, I do so with a reduced sense of mystery, since I know that I won't find another ledge (otherwise I would've noticed it highlighted). It makes an Open World a bit more Closed.
No. They've explicitly said several times, including during the sessions this week, that it will NOT be limited like TW2. You can climb wherever you want (as long as it would be physically possible to climb there)Wait so now I'm under the impression that climbing is limited like it was in The Witcher 2? Can you only climb specific ledges that they have decided you can climb? I hope this is not the case and that we can climb wherever we want as long as we can reach it.
From my observations, it's the same as in TW2, only less clunky. There's a point in the gamespot demo where we see Geralt running at a cliff because he wasn't at quite the right spot to interact with the ledge.Wait so now I'm under the impression that climbing is limited like it was in The Witcher 2? Can you only climb specific ledges that they have decided you can climb? I hope this is not the case and that we can climb wherever we want as long as we can reach it.
Nah he wasn't jumping. I'm sure if he'd jumped at any point along that cliff face he would have jumped up. He was just running straight into the cliff for a couple seconds.From my observations, it's the same as in TW2, only less clunky. There's a point in the gamespot demo where we see Geralt running at a cliff because he wasn't at quite the right spot to interact with the ledge.
https://www.youtube.com/watch?v=7LMEi5i5wPo&t=61
Yeah, it's possbile. I just don't think climbing a ledge's triggered by jumping but rather by running at it and pressing the 'Interact' key.Nah he wasn't jumping. I'm sure if he'd jumped at any point along that cliff face he would have jumped up. He was just running straight into the cliff for a couple seconds.
Isn't that how it works in most games? Like in GTA5 on PS3, Square is your jump key. If you run up against a wall you're not going to press another button to 'interact' with it or it won't auto jump up, you tap the Square and then you jump up. Have I missed the point entirely or something sorry?Yeah, it's possbile. I just don't think climbing a ledge's triggered by jumping but rather by running at it and pressing the 'Interact' key.
He compared it to TW2 where you had to press a button to interact with a ledge. Now it seems to be contextual.Isn't that how it works in most games? Like in GTA5 on PS3, Square is your jump key. If you run up against a wall you're not going to press another button to 'interact' with it or it won't auto jump up, you tap the Square and then you jump up. Have I missed the point entirely or something sorry?
there is also the part where you have to find johnny. all you have to do there is just following the questmarker, no reason to follow the footprints.Ahem.
Well firstly it seems the MAIN point of the Witcher senses is tracking, atleast that's what I feel. Now if you're referring to this:
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Jumping != Climbing.In the gameplay video, when he chases Griffin, it's demonstrated that Geralt can jump freely.
I agree. Climbing has to be contextual, but he can jump freely.Jumping != Climbing.
I imagine the person asking the question is thinking about a system similar to AC. He was also talking specifically about climbing wherever we want, not jumping over fences or going to a specific interaction point (which is what the system in TW3 looks like to me.)Well of course it's going to be contextual. I assume the big difference between TW2 and now is that if you wanted to, you could turn Geralt around and just jump straight off that cliff in any direction. Obviously there's not going to be a invisible wall blocking you and then you find the interact point & jump down safely.
However when it comes to ledges and little cliffs like that, it's still always going to have to be contextual.
Edit: It's how it works in all Rockstar games and I really don't know of anyone with better Tech then them. I'm sure if the Fence or whatever is low enough, Geralt can just straight up vault over it, but if it starts to get a teeny bit too high, the "climb" animation will take over and he'll have to clamber his way up/over.
You know, I think I actually agree with this. I feel more accomplished and get more satisfaction if I were to discover something without it being highlighted. At the same time though, with such a big open world, CDPR is probably worried that some hidden locations won't ever be discovered by many players. So I can see it from both points of view.Agreed. Very much.
Highlighting interaction points severely thins the exploration and takes away much of the satisfaction in finding something.
Coincidentally, I had a chat with a friend recently about TW1. She was in chapter 2, and was having a hard time figuring out what to do. That's actually something I liked about it. I remember opening the journal, reading the quests, and tried to figure out how to progress with the investigation. I loved it, because at some point it wasn't as simple as "Go to X, talk to Y, hf gg." It wasn't so clear, and it made you actually think. How many games made me consider my next course of action like that?
I know this isn't identical. Environments and people to talk to are different. Still, the principle is the same - the game doesn't hold your hands. Or, at least, the previous ones didn't. It treated you like an adult. I mean no offense, and I realize the intentions are good (preventing frustration of being stuck), but I'd prefer the game to challenge me in exploration as well as combat.
So far I wrote about the satisfaction.There's also an aspect of incentive. When the primary interaction points are highlighted, I have less reason to explore the area around that ledge. Sure, maybe there's the possibility of finding a chest and some good loot, but it immediately narrows down my expectations. I know that in this area, there is just one ledge. So when I explore for the potential epic sword in hiding, I do so with a reduced sense of mystery, since I know that I won't find another ledge (otherwise I would've noticed it highlighted). It makes an Open World a bit more Closed.