Thank you for doing your homework when designing the gameplay.
- Boats inspired by Wind Waker
- World map, world layout and fast travel inspired by Skyrim
- Witcher Signs = Jedi Powers - "These aren't the droids you are looking for"
- Parkour moves inspired by Assassins Creed (but less over the top... great)
- Witcher Senses inspired by the detective mode in Batman Arkham Series
You took the best from some of the greatest gaming series of all time and you adapted it to fit into your game... absolutely brilliant.
Thank you for not giving in to competition:
You took away nothing from your direct competitor (Dragon Age), despite having a story closely connected to Bioware.
- No party based combat (good stuff, but you have proved that it's not the only way to go to build great RPGs)
- No grinding to level up (when you reach level 30 and above almost every monster you find gives you 1 or 2 XPs... good luck grinding then)
- No grinding to find resources (after a while you can buy everything you need. No money? Just travel to the nearest smuggler cache and sell the stuff you find).
- No urge to satisfy everyone giving loads of possible love interests. You focused on two, and that allowed you to characterize them better.
- No commander in chief bullshit (commanding troops, fighting wars and so on). Putting you in charge of an army is one of the greatest errers RPGs can make... people play RTSs and 4X games when they want to feel a conqueror.
Thank you for having some great original Ideas
- Building a personal story, in which saving the world and deciding the fate of nations is kept on the background, while you fight for the things you really care about (your family, your friends, the ones you love).
- Taking the gable of building an RPG game with a completely predefined character. You went a step beyond to Mass Effect, because you never gave the player the option to choose the gender and the appearence of the main character. This allowed you to build a better story, avoiding being generic because you had to comply with lots of possible choices.
- You also took the gamble of making the players do things that would influence the ending without letting them know that those choices were important and you nailed it completely. Many times the player feels screwed when finds out that a series of events that he felt to be unimportant in truth were fundamental for the ending. In Wild Hunt I never had that feeling.
And finally: thank you for not screwing it up with the ending. Thank you for leaving absolutely no cliffhangers, no unresolved storylines and for giving a satisfying conclusion to Geralt's Story. If you'll ever produce another chapter of this fantastic story I will buy it for sure... good games don't need cliffhangers to make players buy the next one.