Structured open world
So, while reading the interview at rockpapershotgun this especially caught my eye:
This is actually the way I'd prefer it to be, as I think narrative should be above all.
Do you prefer this approach, or just aimless wandering like Skyrim or something?
So, while reading the interview at rockpapershotgun this especially caught my eye:
So assuming I'm getting this right, the narrative still dictate the areas we can explore. So we couldn't go from let's say the Northern region in the middle of Chapter 1, to the Southern region so we could complete some meaningless fetch quest.RPS: How do you a tailor an open world to be conducive to really good storytelling? In general, they’re best for player-driven types of things. When you’re trying to tell a player a story, how do you change open world design?
Jakub Rokosz: In our case, in The Witcher’s case, it helps in some fields. One of the biggest problems we had in The Witcher 2 is that to keep pace between the story and the game itself, we had to sometimes overload the player with information. Just so they could understand the mechanics and the world and the consequences of their choices. What the open world gives us is that, because we have this open world consisting of three different regions, we can build areas up from local communities to whole countries or peoples, and we can tailor the whole experience, the whole story arc of what Witcher 3 will be about… We can tailor it at both the macro and micro levels.
This is actually the way I'd prefer it to be, as I think narrative should be above all.
Do you prefer this approach, or just aimless wandering like Skyrim or something?


