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New The Witcher 3: Wild Hunt details (~50 hour main quest, slowmo combat target, etc)

Sentenza

Member
I don't see the problem.
Just because "you don't see it", it doesn't mean it's not here.

Please explain how Skyrim is negatively impacted in its design by using fast travel.
Like I said before, it's totally optional.
No, it's not. Especially when a game like Skyrim or Oblvion is entirely built around the idea that traveling around is effortless and quick, so you find yourself essentially forced to use the instant fast travel or to endure an unbearably slow game that forces you to travel though half map for every single trivial bullshit.
And that's just the most obvious effect on design.

Then you have other side issues, like making encounters "on the road" particularly hard to plan and handle because you will never be able to predict where the player will pass.

And then, again, you have a world that instantly feels deflated in size, super-compressed, where the big spaces don't mean anything, and so on.



I love atmospheric games. I love soaking up the ambiance, wandering around, finding plants or hunting deer/elk or finding random people in the world or discovering new things while listening to nature.
Fine, you like being a LARPer, I don't.
I'm a fierce advocate of that school of thought that the scenery should be part of the game, not just a background where you make up stuff in your mind and play "pretend".

And I love proper design, not lazy solutions. I like when the fast travel option comes as a reward at some point later in the game, when you have already accomplished something and enjoyed the sense of scale at first, like it happens in Gothic, Ultima, Dark Souls.

Instantly teleporting between any places you already reached? "Oh, look, suddenly 90% of this big open world doesn't have any point to exist anymore".
They also implemented the horse. Which is ironic, because promising "you finally will have a open world and you can travel quickly with a horse" and then implementing unlimited fast travel is like inviting a bunch a children at a birthday party, cooking and serving them a big cake... and thenjumping on the table, taking of your trousers and taking a shit on it.

But after a few travels between Whiterun and that city I'm blanking on, I get kinda bored.
Of course, because Skyrim is BORING as a whole. I'm surprised it took " a few travels to it" to realize.

It's not like cheating and upping your weight limit to being unlimited, which ruins the game
Which is weird for you to say, because I find that far less a problem.
especially because apparently so few developers can balance that feature properly.
 

Luthos

Member
Having exp come only from quests can be a good thing, as long as they don't make money and items/materials too easy to come by.
 

Sentenza

Member
Many ideas sound cool and they're promising us the heavens, but with all the (at times drastic) changes they're making one has to wonder if they'll be able to deliver, or if it'll be a jarring mix of ideas and systems that could've used more thought and balancing. It really reminds me of Gothic 3, where PB were promising similarly drastic (and on paper fantastic) changes.
But goal-driven exp rewards aren't some crazy experiment, we already have a game that used that system (Vampire: Bloodlines) and it worked flawlessly.
 

patapuf

Member
But goal-driven exp rewards aren't some crazy experiment, we already have a game that used that system (Vampire: Bloodlines) and it worked flawlessly.

And a lot of Pen and Paper RPG's work that way too.

The good thing about goal driven exp is that it allows for an open quest structure where every approach is rewarded equally.

Want to kill everyone? great, Want to solve the quest through Talking ? that works too. Or any other possibilty/combination.

It allows for your own playstile.
 

Perkel

Banned
Looks like they are making best RPG in years.

Lack of EXP for killing monsters is really good thing. No senseless grinding areas for XP and thanks to that you can design open world with places that can't be accessed by grinders (making yourself god from start).

Baldurs Gate 2 had kind of this system where you couldn't really grind monsters because XP was shit (compared to level req).
 

King_Moc

Banned
To be a bit more optimistic, think of it like this: what is role playing and character growth? We all like to increase the strength and abilities of our character. We do things for a reward, to become better and stronger. But how does the game communicate that to you? XP is the most obvious one: we earn XP, go up levels, and funnel points into abilities. Simple and easy.

But there are other things too. We find and buy new armour. We equip new swords, axes, and daggers. We find runes to enchant our equipment. Scrolls to learn new spells. In fact, these things are so important to character development and growth that there's no way we could imagine sticking with the gear we started with. It's no XP, but in reality developing our character's inventory and equipment is just as important, and just as rewarding!

So, what if The Witcher 3 puts a very large emphasis on hunting in order to acquire unique gear? What if this is an integral mechanic? We're so used to searching the game world for treasure chests hidden like needles in haystacks, and reloading salesmen to refresh their inventory to find the right item. And frankly...both of these methods kinda suck. Treasure hunting is lame padding, and most RPGs have terribly broken economies.

If done right, the really cool, unique, and valuable gear that helps shape Geralt's inventory and equipment must be crafted from monster hides. Suddenly there's a very real reason to hunt them! Sure, you don't get XP. But it's not a waste of time. It's the opposite. That work in following their tracks, finding their location, and then enduring a gruelling battle reaps it's own reward: a unique piece of equipment that could not be earned any other way.

And that would be super cool!

Yes. They should make it like monster hunter. Put the focus on the player improving their skill, rather than just improving some arbitrary numbers.
 

Sentenza

Member
And a lot of Pen and Paper RPG's work that way too.

The good thing about goal driven exp is that it allows for an open quest structure where every approach is rewarded equally.

Want to kill everyone? great, Want to solve the quest through Talking ? that works too. Or any other possibilty/combination.

It allows for your own playstile.
It also prevents idiotic exploits to "min-max" your character, like "I solved this quest diplomatically, and now I'm going to kill anyone anyway, for the exp reward".
Or the infamous Deus Ex-esque: "Fuck having passwords, I'm going to hack computers anyway because it pays more exp".

I don't have any problems with fast travel. You can just... not use it.
tumblr_mcml6qTRx71rxevt4o1_400.jpg
 

Eideka

Banned
Can someone translate this?

During an exclusive PC games presentation date in late January, which was also PC Games participated hardware, it pointed developer CD Red project already: The PC is in The Witcher 3: Wild Hunt as true development platform, the title is but parallel for the PS4 and Xbox 720 and developed at the same time for all platforms appear 2014. But the present Entwicker betrayed when their demonstration not only information about the production process, they also had some details about the technology of the third Witcher part in stock:

The most important information we learned at the beginning. The still in the exclusive demo for use next renderer based on the graphics engine of the second Witcher part, but is now based entirely up to the release in 2014 of DX9 DX11. Thanks DX11 rendering techniques such as tessellation, MSAA or Global Illumination loud Michal Platkow-Gilewski could have a much better visual quality than it was with the DX9 renderer of The Witcher 2 can be achieved. To ensure high visibility for the huge, open world, the Polish developer based technology has already donated a new streaming system. There were big changes, so Michal Platkow-Gilewski, even when part of the physics engine. Here there was a change from Havok on Nvidia Physx, including use of the Apex modules for cloth simulation, a realistic simulation of destruction (for example, flying debris) and a simulation of fluids like water. Whether or not the GPU is used for computational work, it is our silent partner from yet, but called for further technical details. Thus, the AI ​​engine will reprogram the sound changed to Wise, who recorded 96 new combat animations in-house motion capture studio and created fresh facial animation for the faces of the characters. There are also, explained the head of the marketing department, a weather system that has an impact on the game, the heavily revised day-and-night cycle that affects too much on the game mechanics, and a very open game world in which the environment can be used for their own purposes.

Although the colleagues of the PC Games submitted in version, not all technological innovations were present us the current state of the optics has already impressed. The textures are mostly very detailed and Parallax Occlusion Mapping environmental objects can appear especially vividly. But many characters look thanks to a high degree of geometry in great detail. The shadow representation despite DX9 rendering very high, shadows have already soft edges, but are rendered using DX11 filligraner and still look so realistic promises Michal Platkow-Gilewski at the end of the demonstration.

Incidentally, even the colleagues of PC games have some exciting information to third Witcher First, there is an exclusive interview with CD Projekt, the other a large preview to third Witcher

Google translate.
 

FACE

Banned
I think those are higher quality versions of the Game Informer screenshots.

That screen with the giant and those sheep look really bad, I demand better sheep.
 

Zeth

Member
How far into development is this game? From the info that's coming out it sounds like its a lot, but then I think 2014 is most likely. Probably the second half.
 

Endless

Member
Press release

The Witcher 3: Wild Hunt - New Screenshots and Info About the Story-Driven, Open-World RPG from CD Projekt RED

The Witcher 3: Wild Hunt is an unprecedented combination of story-driven RPG and vast, living, open world. CD Projekt RED talks about how the studio achieves this union of different RPG approaches.

“The Witcher 3 is full of impactful decisions, and gamers will choose between storylines that exclude one another in a single playthrough, ensuring extensive replay value. The Witcher 3: Wild Hunt crowns the trilogy with the main narrative, revolving around Geralt’s search for his loved ones and his conflict with the Wild Hunt. As players travel through the game, they visit lands with their own unique atmosphere, communities and memorable characters. CD Projekt RED didn’t create an open world with a singular theme, but concentrated on delivering diversified and engaging environments, 30 times larger than those in The Witcher 2.” said Adam Badowski, head of CD projekt RED sudio.

This setting changes depending on gamers’ actions not only when completing Geralt’s personal storyline, but also because of his involvement in major local plotlines in each land visited and many other carefully-designed side quests. All threads of this player-crafted tale interact with each other and the world, creating an even more nonlinear experience than ever before. The main narrative accounts for around 50 hours of gameplay in one playthrough, and the additional stories add another 50 hours of role playing, giving around 100 hours of total gaming time.

The Witcher 3: Wild Hunt announcement screenshots present the chilly islands of Skellige, one of the lands the players will visit during their adventures. Today CD projekt RED has released a set of in-game images from this archipelago. The images come from an early version of the game as the team develops a new renderer, which will be used in the final game.

The Witcher 3 will be available in 2014 for all high-end platforms, including PlayStation 4.

Edit: 4 new screens
 

Eideka

Banned
Those screens don't look good at all, but as it has already been pointed out they are not representative of what the final game will look like, it's still the old renderer at work here.
 

AndyBNV

Nvidia
CDP released all the shots from mags etc in original res without compression. Was able to upload 15/16 (16th is 12MB, which abload won't allow - any ideas where I could upload that one?)


Edit: Added the 16th - thanks FACE!
 
We know better than to judge a game's graphics a year before it's done right?
It already looks great though, specially for an open world game of this magnitude. TW2 is my favorite game of this gen and this will most likely be my favorite game ever.
I need to see Triss though, how about some CDPR? Please?

Edit: Thanks for the better quality pics Andy.
 
Alright, I have to ask: what the hell does "IQ" mean ? This term has been thrown around these past few weeks and I'm still unsure as to its definition. "Image Quality" ?
 

ironcreed

Banned
The character models look to have a much better art direction than those in The Witcher 2. Some of the designs were just plain ugly.
 

nib95

Banned
The Witcher 2 was one of the best rpg's I've played in years. So yea, 50 hours of improved Whitcher. Day 0!
 

ironcreed

Banned
Notsureifserious.

Most of the main character designs were really great.



They are all visually distinctive.

The main characters were fine. I am mainly referring to some of the non-player characters running around half naked or in those ugly stripes. Whereas, the designs here are looking more dark fantasy, which I like and think is far more fitting.
 

Gorgon

Member
I hope you don't have to babysit your horse. I love the idea of using horses in open-world games but Skyrim implementation was shit to the point I stoped using a horse. It's as bad as having to babysit NPCs and makes it pointless to buy/capture a horse. At least RDR did that well.

As for climbing, sounds great. At this point, ther are no excuses for not taking advantage of the verticality of game worlds. I want to climb walls and towers and walk across rooftops like a rogue from fantasy fiction. Geralt isn't Conan, but still I'd like to have that verticality available from a gameplay perspective.
 

crabman

Member
From witcher forum:
"Why I'm waiting for The Witcher 3" - CD-Action online article
translated by Kodaemon
translation:


The few hour long visit I made to CD Projekt Red, where I picked up as much information about The Witcher 3 as I could carry, revealed many impressive plans from the developers. They are serious enough that it's easy to get somewhat worried about ther final realisation, but if it works...

I was mostly interested in the relationship between the open world and the plot. Both Witchers gained a lot thanks to the exquisite story, which allowed to ignore some irritating technical issues. They were, however, games of a relatively closed structure, with a world divided into segments. Skyrim on the other hand distracted the player from the main quest at each step, with sidequests and places to discover. How do the Witcher 3: Wild Hunt developers try to tackle this problem?

The world will feature three diverse regions. The cloak-and-dagger Novigrad, the norse Skellige* and the black-magic filled no-mans land. In each region has a serious main problem, connected to the backbone of the entire story. The numerous sidequests then are connected to these local main issues. This way, a scheme emerges, in the shape of a pyramid, or umbrella, or whatever you choose to describe it as - in any case, you will often get reminded about the main plot.

To paraphrase a famous quote - the sword of the sandbox has two edges. First of all, a large number of sidequests soaked with story can lead to oversaturation - after all, temporarily getting away from the story to catch a "breather" is still an important thing for players in a sandbox game. Also, quests are one thing, the world is another. The terrain is supposed to be huge, so it needs to be filled in a thoughtful way. This is a challenge in itself, since there's supposed to be very little automatically generated content. How not to overload the world with quests, and how not to trivialise them with an off-handed "oh woe is me, I'm being opressed by Nilfgaard" - these are incredybly difficult questions, that trouble even optimistic fans.

The next thing is the return to the roots of the saga. The Witcher 3 begins with Nilfgaard's offensive into the north and Geralt's solitude after having lost many allies. A large number of fans rate the short stories higher than the saga "proper", preferring road adventure and shunning the White Wolf's pompous mission. It seems they are the target of The Witcher 3. The atmosphere of the witcher's trail and the adventures encontered are something for enthusiats of early Sapkowski.

At the same time, the Reds are trying to make the game better entry point, both in terms of difficulty and story. The Witcher greeted us with, uncousciousness, amnesia, a keep and the Salamandra. The Witcher 2 quickly threw us into bed with Triss, then to battle alongside Foltest. Many players complained about the huge amount of information to digest on a short notice, so "Three" will be more gentle. And thus the sword of sandbox swings again, because the atmosphere tends towards long-time fans, while the structure of the gameplay on a time axis - to those less knowledgeable. Another challenge for the developers, though personally I'm not worried, since I prefer the short stories and I won't have trouble getting immersed into the world.

I'm not sure about the idea with the witcher knowledge. In short - knowledge gained in various ways (books, conversations etc.) about the weak points of monsters is supposed to give us an edge in battle. Let's say, a drowner has a sensitive spot between his shoulders, so we spend special focus points for a precise strike to it's back. More powerful tricks will consume more points, and to keep things dynamic the attacks can be mapped to keys to perform them quicker.

Maybe there's a conceptual sense to the fact that we won't be able to use the points without the knowledge, but it's easy to lose track of logic. Wait, so if I don't know a kick in the nuts will hurt someone, it won't hurt him if I do kick him there? Alas, it's not known whether Geralt can also gain knowledge during combat, but I think that would be the most sensible solution and I hope it gets implemented.

I'm grumbling a lot, but I'm grumbling out of care, because in many ways The Witcher 3 has potential to be a really solid game. Almost 100 hours of gameplay in a consistently designed world, free exploration of the entire worldspace, a decent camera in a fluid combat system are factors that do not leave one indifferent. They didn't leave me indifferent either, as I sat comfortably, watching a short gameplay presentation by the Reds.

Said gameplay fragment also showed that The Witcher 3 cares about its looks. The animations, the scenery, the effects... all that looks great and is probably going to get even better, since it's still going to be a while before release. The lifting is not limited just to technology however, but also the art style. In contrast to the realistic predecessor, important characters will be slightly exaggerated, and their attitude will show in both their looks and their behaviour. We can count on characters making an instant impression, and we won't forget the most important ones for a long, long, long time. If you don't like this direction, then try to imagine Vernon Roche as a civillian. The time of the everyman is over.

The crafting system deserves a few words - if it works, it has a chance to find its way into my private "ideal RPG" table, next to the class system from Kingdoms of Amalur which I praised a while ago. Its beauty lies in simplicity, specifically in flexible item schematics. We don't have to worry about a copper tooth, silver tooth and gold tooth separately. The schematics only require classes of needed components, rather than specific components. In other words, we can make an armour from a wolf's skin, but it won't be particularily resistant. We can also kill a legendary monster with skin as hard as steel and put that into the slot without the need for other components to be of similar quality. As you make your bed, so you must lie in it, Gwynbleidd.

I'm waiting for The Witcher 3 to convince me I'm wrong in my scepticism - and I really do wish to be wrong. I'm not waiting for more announced features since they're unlikely to break much, and knowing CD Projekt RED they won't disappoint in presentation and mechanics. It's impossible not to get excited about Wild Hunt - just no stupid bugs and sudden endings this time, please. Though I'm not worried about those either, since the three epilogues are supposed to be entirely separate, one or two-hour portions of gameplay.

Oh, wait! One more thing - during the presentation, the words "Kaer Morhen" were dropped."

"Good night", said the Devil.

PS. For a more "tratitional" preview, check out Monk and Enkor's article in the upcoming issue of CDA

*the snow is supposed to be justified story-wise, but when asked about Ithlinne's prophecy, the gentlemen from CDPR seemed to pretend they didn't hear the question.

Kaer Morhen :)
 
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