GamingNexus: You're using a heavily modified version of Bioware's Aurora engine for the game, why did you go with that engine than building your own? What kind of enhancements have you made to the game engine?
Michał Madej: Step by step, we have modified over 70% of the engine, including rendering (which makes use of DX9), the game’s mechanics (fights, development of the character, etc.), as well as the toolset which we call “D’jinni”. The graphics engine now matches the level of modern FPS games; we make use of the latest technology, such as pixel shader, normal mapping, etc. Regarding the game’s mechanics, we have had to make modifications in order to suit it for the needs of the real-time gameplay and the specific characteristics of The Witcher. The D’jinni toolset is a brand new invention; I do not want to elaborate on that as it could be the subject of a separate interviewJ. All I can say is that we have managed to create a modern and powerful tool. All of the operations connected with the development of the game are now done with the use of just one application. What is more, the implemented changes can be observed in real time while actually playing the game. This really is a cool tool.
GamingNexus: One of the really innovative things about the demo we saw at E3 was that the game was completely controllable with just the mouse. Can you talk a little about the system and how you came up with it?
Michał Madej: This was one of our primary goals: to make the game as intuitive as possible in terms of controls, while at the same time offering a well-developed system of tactical combat. We have found the ideal solution which joins classic, tactical elements with the dynamics of modern products focused on sheer action. The system allows you to control the character with the use of the mouse only; however, bearing in mind the habits of hardcore gamers we also let them play with WASD. The arcade aspect of the game is based on the ability to perform a combo sequence of moves at the right time. Though this is not a hard task, it still requires concentration; thanks to that, fighting will not become a routine, boring task…especially if you notice that we have implemented six fighting styles with more than 250 combat animations, prepared with the use of motion-capture technology!!!
GamingNexus: What kind of skills and attributes will the game feature? Do you have any favorites? Will players be able to specialize in the game (i.e. focus on magic over combat) or are the skills a little more general than that?
Michał Madej: The game comprises 250 such skills, grouped in “trees”: attributes, fighting and magic skills. As a result, the gamer will be able to specialise in general skills, but he can also choose a narrower specialisation. The most important fact is that a gamer will always become a witcher with a unique set of abilities to fight with his sword and magic, combined with supernatural powers and magic potions. Everybody will decide for themselves if their character should become a killing machine or a more subtle hero who develops his magic skills.
GamingNexus: Can you talk about the combat and magic systems in the game and they are different from the system gamers have seen in other RPG’s?
Michał Madej: In the process of designing the magic and combat systems, we followed two basic assumptions: fidelity to the book and accessibility for the gamer. We have based our work on simple and easy-to-grasp solutions instead of the hard-core mechanics from pen-and-paper RPGs, which are not always so intuitive. The combat allows the player to follow six styles – three for each type of the sword (a witcher has got two swords: a silver and a steel one). You can have a fast steel sword, a quick steel sword, or a group steel sword. The same options are for silver swords. The gamer will use each of them, depending on the power and number of opponents; monster or human opponents also make a difference. In terms of magic you will find 5 witcher’s signs, simple but very effective spells connected with five elements: Aard (telekinetic strike), Igni (fiery strike), Quen (protective shield), Axii (mind control) and Yrden (magic trap).
GamingNexus: About how many different quests and side quests are in the game? How long do you expect it to take the average gamer to complete the game?
Michał Madej: Overall we will offer around 200 quests, half of them on the main path, half of them sub-quests. The quickest route to victory—following the main plot of the story—should take around 30-40 hours. You can double the amount of time if you wish to complete all the tasks and explore the world.
GamingNexus: The game is said to have three different endings, can we expect a dark, gray, and light kind of ending or will they be a little more complex than that?
Michał Madej: There will be no endings in “good”, “bad” or “neutral” style – absolutely not! This is not the type of game, and this is not the type of world. Decisions which need to be made are difficult; they are of personal nature and their result might sometimes be painful for the main hero as they influence the global situation and the lives of friends and foes alike. Surely, any ending will be a personal success for the hero; all that remains is the question of how high the price of success shall be...
GamingNexus: I know the release of the game is still a way off but has there been any thought to releasing any content packs once the game has been released?
Michał Madej: At the very moment we are not intending to release any content packs after the game’s release. However, having the right toolset and fans in mind, we reckon there will be quite a lot of additional content for the game. The D’jinni toolset enables the user to easily create additions and modifications for the game. The creative response from the fans will be animated through a community web site specially designed for this purpose. Perhaps, apart from the things created by fans, there will also be some additions of our creation but this remains to be decided at a later stage.
Finally, I wish to thank you for interesting questions and invite gamers to our game’s
web site. There, you will find all the information about The Witcher.
GamingNexus would like to thank Michal for taking the time to answer our questions as well as Tom who helped coordinate the interview.
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