Witcher 3 designer says it wasn’t easy to convince players its NPC simulation wasn’t ‘just fakery’: ‘People nowadays are interested in those kinds of details, and it really came to haunt us’



It might seem silly to ask in our post-Red Dead horse testicles world, but how much exacting detail is too much? How much is not enough? Gamedev can go on forever if you don’t prioritize the things that players actually notice, but if you’re making an immersive fantasy RPG, it’s critical that the intended illusions—bustling towns, lively taverns, festering dungeons, and so on—not shatter.

This tightrope walk is something CDPR has gotten better at over the years, but it loomed over The Witcher 3’s development, as CD Projekt Red’s Philipp Weber told Edge Magazine (via Gamesradar). The reason why is simple: wherever possible, gamers love to try and peek behind the curtain.



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