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The Witcher 3 first look at PC Gamer.

xenist

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The Witcher 3: Wild Hunt first look – slaying giants in CD Projekt RED’s icy open world RPG

From the article:

Then our journey takes a surprising turn. Geralt hops into a boat and sails off into the ocean. You have full control of your vessel. If you choose, you can abandon the main quest and say hello to some other cultures on neighbouring islands, but for the purposes of the demo, we stay on-mission. As the ‘island from which none return’ looms large, a huge longboat sails past, and I hear the ominous sound of sailors singing a grim sea shanty. Off the bow, a whale surfaces momentarily, then vanishes with a flick of its tail. Once you’ve discovered a location, you’re free to fast-travel there at any time, but the first time round you’ll have to discover it for yourself.

I cannot wait. If they manage to make a true Witcher game that's also as open as they say it's going to be marvelous.
 
Wow, that genuinely sounds a lot more ambitious than what I'd expected. Really looking forward to seeing what they achieve with this.

Also, more developers should be paid in potato. I think it would really benefit the industry.
 
I used to be against fast-travel, but then I thought about it.

Defeats the purpose of an open world game if fast travel is taken into consideration when designing quests.

As long as they don't expect me to fast travel for quests in The Witcher 3, I'm good. But if they put the most meaningless things on the other side of the world with the expectation I fast travel there or near there (hello, Skyrim) then no thanks.
 
Why boo?

Isn't this like a standard feature in most RPG's now?

It ultimately depends on how the idea is handled. If you can fast travel to any point, from any point, then you're trivialising the concept of an open world; however, if you at least limit the instances (e.g. having pre-determined fast-travel points -- think Far Cry 2's bus stations), you are, to some extent, encouraging exploration and player participation with the world.

There's a delicate balance to be struck. Nobody wants to be forced to travel from one end of the world to the other, but by the same token, allowing the player to jump from A to Z disregards the importance of having a world to traverse in the first place.
 
No problem with fast travel for me. If, that is, the developers don't use this as a crutch to litter the game with a billion continent spanning fetch quests.
 
What if the game is designed with the use of said feature in mind?

I can't imagine 'Oh no random bandits' making your quest that much more exciting. And they can only pull the open world quest turns into something else once you embark on it/detour trick so many times.
 
People don't realize they don't have to use a feature if it's there.

Making Skyrim into a 700 hour game isn't my idea of fun.

As if Skyrim isn't filled to the brim with crappy content. That's the main the appeal: a buffet of mediocrity. It is not about traversing an "open-world" or an "expansive, living world", it is about a world with an endless amount of crap to highway-hypnosis through and the space needed to fit all of it.

Fast travel can be done well. Costless magic warp button does in fact trivialize the world, if the not the game itself in situations where the world is suppose to be the main appeal.
 
Why boo?

Isn't this like a standard feature in most RPG's now?

Isn't it boring if all games are the same?

Of course this one feature doesn't make TW3 the same as Skyrim. And of course you need at least some kind of fast travel system if the world is really large. I hope you can at least not teleport everywhere but only to a few specific landmarks.
 
Rather than fast travel that teleports me from one spot to another, couldn't they just give me a really fast airborne vehicle instead?
 
It’s a sensible moment to deploy Geralt’s ‘Witcher sense’. It’s a new passive ability – not dissimilar to Batman: Arkham City’s detective mode

Rocksteady should apologize for introducing Detective Mode to games.
 
It ultimately depends on how the idea is handled. If you can fast travel to any point, from any point, then you're trivialising the concept of an open world; however, if you at least limit the instances (e.g. having pre-determined fast-travel points -- think Far Cry 2's bus stations), you are, to some extent, encouraging exploration and player participation with the world.

There's a delicate balance to be struck. Nobody wants to be forced to travel from one end of the world to the other, but by the same token, allowing the player to jump from A to Z disregards the importance of having a world to traverse in the first place.

See but it doesn't. You can traverse the world as much as you'd like, fast travel is an option. Just pretend it doesn't even exist if you need to, use your imagination.
 
People don't realize they don't have to use a feature if it's there.

Making Skyrim into a 700 hour game isn't my idea of fun.

If the quest system had been built around the fact that fast travel doesn't exist, the game wouldn't take 700 hours because they wouldn't put quest items miles away all the time.

Fast travel means quest designers don't have to think about it. They just sporadically place quest waypoints all over the planet.
 
If you're going to have instant fast travel (i.e. no carriages or what have you) at least make it like Guild Wars 2's system where it costs money, and the farther away, the higher the cost.
 
Lots of information we've heard before. I figure this demo was similar to Game Informer's cover story.

- Demo opened on an island alone the size of The Witcher 2.
- Dynamic encounters. Demo had Geralt stumble upon bandits celebrating a robbery. No pressure to engage, but doing so may start a new quest line.
- Similar combat to The Witcher 2, though (as originally stated) attacks are tied to single clicks. No one click = flurry of attacks. More methodical and precise. Light/heavy attacks.
- 96 motion captured attack animations, compared to The Witcher 2's 20.
- Developers note you can go anywhere, pointing to a distant silhouetted island.
- World streams seamlessly, no loading screens.
- Quest demonstrated a Jarl, requesting Geralt hunt down his son and heir to the throne, who has wandered off into "the island from which none return".
- Similarly busy towns to The Witcher 2. Geralt extracts information about the island from a tavern drunk.
- Full boat control during sailing.
- Fast travel to discovered locations.
- "Witcher sense" ability similar to Arkham Aslyum/City's detective mode. Uses mode to note a splintered tree, says "Lifted, and then dropped". Ghostly specter appears to play out the "investigated" scenario.
- Side missions the primary source of income.
- "Points of interest" scattered around the game world. Aimed at always giving players something to investigate and discover.
- The Jarl's son is trapped by a giant. Can save him him right away, or leave him for a bit. Decision will impact the son's perception of Geralt, especially when the importance of him being an heir comes into play.
- Giant fight is a boss, but the AI is dynamic. Giant can pick up a nearby anchor and use it as a weapon. Stomp to dislodge rocks.
- Monster AI influenced by the weather. Some monsters swarm at night. Werewolves increase in strength during a full moon.
- Game story divided into three acts, which will be shaped based on decisions. Entire towns may be saved or destroyed, depending on decisions you've made.
- ~80 hour adventure, three main endings.
 
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