Here's our full interview conducted by GameSpot editor Danny O'Dwyer with The Witcher 3: Wild Hunt lead quest designer Mateusz Tomaszkiewicz.
In this interview we discuss why a choice that sounds good can be terrible, how leveling works in the Witcher, and why Gwent replaced Dice Poker:
http://www.gamespot.com/articles/how-the-side-quests-in-the-witcher-3-can-change-th/1100-6426897/
Here's our full interview conducted by GameSpot editor Danny O'Dwyer with The Witcher 3: Wild Hunt senior environment artist Jonas Mattsson.
In this interview we discuss creating an open world that lets you walk anywhere without loading and the game's dark humor:
http://www.gamespot.com/articles/the-witcher-3-is-an-open-world-with-no-loading-tim/1100-6426896/
Here's our full interview conducted by GameSpot editor Danny O'Dwyer with The Witcher 3: Wild Hunt lead character artist Pawel Mielniczuk.
In this interview we talk about creating the creatures that populate The Witcher 3, the new technology that went into bringing the world to life, and whether decapitated heads in the game can still talk:
http://www.gamespot.com/articles/how-the-witcher-3-made-characters-look-unique-with/1100-6426894/
Here's our full interview conducted by GameSpot editor Danny O'Dwyer with Marcin Iwinski, the co-founder of the company behind The Witcher 3: Wild Hunt.
In this interview we discuss the creation and history of developer CD Projekt, how the first Witcher game got started, and how to turn a culture of pirating games into a culture of buying them:
http://www.gamespot.com/articles/witcher-3-dev-explains-how-to-turn-a-nation-of-pir/1100-6426895/
Bitan info:
Tell me about the DLC plan for this. It's an interesting sort of tactic.
It's free. What we have said many times is that we do believe that the smaller bits and pieces should be free. If we ever decide to make... I really think the word "DLC" has become devalued. There are some DLCs that are good old expansions. I would prefer to call them expansions, like the Baldur's Gate expansions.
Or like Brood War.
Exactly. That was probably a whole new game. Blizzard had a different strategy, like with all the Diablo expansions. Meaningful 10, 20, or 30 hours of game play, for me, that's for me an expansion. That's what I'm ready to pay for. If it's DLC, if it's a new hairstyle, weapons, or armor. Horse armor maybe. This should be for free. This is our way of saying thank you to the gamers for buying our game. Also we want to encourage them, show them that we have something more in store for you. We really care when you buy our game.
So there there's no loading time at all?
No, there's no loading times. Only when you actually start the game, when die and load the game, or when you fast travel. That fast travel loading time depends on how far you have to travel of course. If you just fast travel a little bit, it's a really short loading time.
Your operation here has doubled in size in a number of years. How has that happened? Is it because you're taking all this console development? What is it about the Witcher 3 that requires all of this extra people-power. It's 300 people now in this office, isn't it?
It's actually 450. Close to 100 is GOG. Then we have the whole management staff, accounting and internal publishing. It just takes more people to make a huge, open world game in HD. Then to test it and put out 15 different language versions and whatnot. It's a really gigantic and very complex project.
Even if you look at the Witcher 1 which was PC only, it was 80 people. We had five, maybe six languages for it. After that, I think it's really scaling up project by project. And don't forget that we're doing Cyberpunk 2077 as well, so part of the staff is focused on that. We have the Witcher Battle Arena on mobile. It's a tiny group, but it's still here. It all adds up.