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Eurogamer: Inside Witcher 3's launch (Unseen concept art/renders)

Karl Hawk

Banned
Thought this was an interesting article to share in which talks about CDPR some of the process in developing Witcher 3:

Story development process:
There were so many ideas early on for The Witcher 3 that it very nearly became two games.

The story's core was nailed early on, and had the goal of bringing Yennefer and Ciri in where they had been excluded before. And it was to be more personal and less political, the lead writer Marcin Blacha tells me. "We wanted to make a game about a disabled family," he says in his low, ponderous voice. "There is Geralt and Yennefer and Ciri, and they're not like usual people, but they love each other. It's difficult love, but they do. We wanted to make an epic story about a family."

But around that were wrapped so many layers that things soon got out of hand. For instance, there were once more islands in Skellige, including one called the Isle of Trials, where you'd be imprisoned by none other than Yennefer. Blacha explains: "There was this moment when they had different goals and Yennefer made a trap for Geralt - I don't remember exactly what, it was something connected to Ciri - to imprison [him] for some time. She made Geralt a prisoner on that island, and Geralt had to escape from this island." Either you could escape by taking the eponymous trials of the island, or you could face off against a monster called Nidhogg (a name borrowed from Norse mythology, suggesting the monster was a gigantic snake of a beast).

A more ambitious idea still, and one that got fairly far down the road, was Geralt joining the game's titular Wild Hunt - the villainous force. "It's a very complicated story," Blacha begins, "but Geralt was an insider. He was joining the Wild Hunt because he was looking for something, he needed to find Ciri. We had this part where he was sailing on this Naglfar, this ship made of human nails, and he had some adventures on some islands and it was full of conspiracy. We even had dialogue trees written, and these dialogue trees were sensitive to what players say to Wild Hunters. Every time you gave a bad answer for a question, or when something was breaking your cover, the conspiracy ended."

Lead quest designer Mateusz Tomaszkiewicz, Konrad's brother, expands: "You were supposed to disguise yourself as one of the Wild Hunt riders and spend some time with them. It was basically some illusion or spell that made you look like one of them and speak like one of them."

It couldn't all possibly fit in one game. "There were too many characters," Adam Badowski says, "there were too many different super-complicated story plots like those elves, The Wild Hunt. For a while we thought The Witcher 3 would be that big we have to split it into two parts, so [the series] won't be a trilogy - and the plan had always been to do a trilogy. We were very close. But I wanted to have a trilogy. A trilogy is cool, a trilogy looks good! It doesn't look like another... Assassin's Creed game. It was our initial concept - and we need to be in line with our previous decisions."

In regards to the graphics downgrade:
It's about that graphics downgrade, about that debut gameplay trailer released at E3 2013, in which the game looked different to how it does now. The questions being flung the studio's way haven't been satisfactorily answered, and the mood has soured. Is CD Projekt Red trying to mislead its fans? A meeting is called between Iwiński, Badowski and Michał Platkow-Gilewski, global communications manager, to figure out what to say.

Around me the impact of the debate is clear. This is a company usually held in high regard by the gaming community - a champion of no DRM, of giving away content for free and of clear communication - and it is now under fire. I bump into senior games designer Damien Monnier, who has charismatically fronted the game before now, and he's visibly disappointed by the negative connotations the debate brings. He's not the only one.

What I don't yet realise is that it will take me another two days of pestering to get the answer I want, and that I feel everyone else wants. Initially Adam Badowski is put forwards to give me a technical explanation, so I sit there in the meeting room pointing at comparison images and videos on my laptop, asking him why things changed. He gives me an honest explanation, but it's only half the story. He says: "It's strange for me because from my perspective it is just a technical consequence of many things, so I cannot see this through gamer's perspective. For me it's a complex problem connected to many technical decisions."

What I really need is a human angle - an apology, some recognition that there's been an issue. Adam Badowski isn't trying to hide anything but I believe he sees the world in a different way and struggles to communicate that, English not being his native language (and even if it were I think his mind would far out-pace his mouth). What I really need is Marcin Iwiński. But he's very busy now, so I have to wait to speak to him again. "I very well know what you are talking about and this is important to me," he says. "I see it, I deeply care about it, and I'm a realist. You are here tomorrow, let's talk about it tomorrow. Maybe you will see something that will happen." And then he flashes me a mischievous grin: "I have a cunning plan."

He and Badowski are pushed and pulled this way and that in the following days, but the day after launch we finally sit down, along with Michał Platkow-Gilewski, for our summit. Incidentally, that cunning plan he had didn't come to pass, but it was audacious. It relied on factors outside of CD Projekt's control. Our meeting turns out a 25-minute answer that I write in a separate article there and then

Source: http://www.eurogamer.net/articles/2015-08-17-inside-the-witcher-3-launch


Also, some unseen concept art:
1600x-1



You can see the rest at this link: http://www.eurogamer.net/articles/2015-08-19-unseen-concept-art-and-renders-from-the-witcher-3
 
That short hair on the alternate ciri.


mmmm

I look forward to the interview about the technical aspects and the downgrade question. The most recent siggraph information was quite enlightening about the game, and shared soemthings I did not know.
 

Denton

Member
That short hair on the alternate ciri.


mmmm

I look forward to the interview about the technical aspects and the downgrade question. The most recent siggraph information was quite enlightening about the game, and shared soemthings I did not know.
Can you link the siggraph info ?

And yes, really great read. I wish they would go and make one more expansion restoring all that cut content and bolstering the main game even further.
 

News Bot

Banned
But I wanted to have a trilogy. A trilogy is cool, a trilogy looks good! It doesn't look like another... Assassin's Creed game. It was our initial concept - and we need to be in line with our previous decisions."

More artistic integrity than most of the industry.
 

Walpurgis

Banned
Thought this was an interesting article to share in which talks about CDPR some of the process in developing Witcher 3:

Story development process:
There were so many ideas early on for The Witcher 3 that it very nearly became two games.

The story's core was nailed early on, and had the goal of bringing Yennefer and Ciri in where they had been excluded before. And it was to be more personal and less political, the lead writer Marcin Blacha tells me. "We wanted to make a game about a disabled family," he says in his low, ponderous voice. "There is Geralt and Yennefer and Ciri, and they're not like usual people, but they love each other. It's difficult love, but they do. We wanted to make an epic story about a family."

But around that were wrapped so many layers that things soon got out of hand. For instance, there were once more islands in Skellige, including one called the Isle of Trials, where you'd be imprisoned by none other than Yennefer. Blacha explains: "There was this moment when they had different goals and Yennefer made a trap for Geralt - I don't remember exactly what, it was something connected to Ciri - to imprison [him] for some time. She made Geralt a prisoner on that island, and Geralt had to escape from this island." Either you could escape by taking the eponymous trials of the island, or you could face off against a monster called Nidhogg (a name borrowed from Norse mythology, suggesting the monster was a gigantic snake of a beast).

A more ambitious idea still, and one that got fairly far down the road, was Geralt joining the game's titular Wild Hunt - the villainous force. "It's a very complicated story," Blacha begins, "but Geralt was an insider. He was joining the Wild Hunt because he was looking for something, he needed to find Ciri. We had this part where he was sailing on this Naglfar, this ship made of human nails, and he had some adventures on some islands and it was full of conspiracy. We even had dialogue trees written, and these dialogue trees were sensitive to what players say to Wild Hunters. Every time you gave a bad answer for a question, or when something was breaking your cover, the conspiracy ended."

Oh my god. These people are geniuses. This would have been soogood.
 

Walpurgis

Banned
http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/03_geralt_armor_v7.jpg.jpg
I wish that fur coat with the cape on the bottom right was in. It looks so cool.
http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/06_ciri_haistyle_ideas.jpg.jpg
Hairstyle ideas for Ciri.
http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/18_ciri_ideas.jpg.jpg
Early Ciri ideas. They all look awesome. Looking forward to The Witcher 4. :3
http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/14_geralt_early_v4.jpg.jpg
I wonder what that hook was for.
http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/1_29_Eredin17_shouldersV2.jpg.jpg
The original badass design for the King of the Wild Hunt.
Eredin from the Wild Hunt as he was first shown. But he was too bulky, too tank like. He is supposed to be a lightning quick sword fighter. He had to change.

edit: I refreshed and all my images disappeared. Too bad. :(

Can't even use links. What a joke.
 

PFD

Member
http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/03_geralt_armor_v7.jpg.jpg
I wish that fur coat with the cape on the bottom right was in. It looks so cool.

http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/06_ciri_haistyle_ideas.jpg.jpg
Hairstyle ideas for Ciri.

http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/18_ciri_ideas.jpg.jpg
Early Ciri ideas. They all look awesome. Looking forward to The Witcher 4. :3

http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/14_geralt_early_v4.jpg.jpg
I wonder what that hook was for.

http://images.eurogamer.net/2013/articles//a/1/7/7/5/6/8/0/1_29_Eredin17_shouldersV2.jpg.jpg
The original badass design for the King of the Wild Hunt.


edit: I refreshed and all my images disappeared. Too bad. :(

Can't even use links. What a joke.

Yup, no images :(
 

SlickVic

Member
It's a somewhat lengthy article, but well worth reading in its entirety for anyone who enjoyed the game. Hearing about cut story and gameplay ideas is always interesting (and who knows whether some of these may reappear in DLC). Also nice to hear the internal reactions to the "downgrade controversy" along with some of the criticisms brought up in reviews. Obviously the game got a lot of high scores from a lot of reviewers, but it sure must've been a great feeling for them to look up the first review from a major site and find out they gave your game a 10/10.
 
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