The Witcher 3’s story director says a great quest is ‘constructed in such a manner that the participant places the controller away, stands up, and begins strolling’

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The Witcher 3, being among the best RPGs of its period, naturally has a number of superb quests—quests with weighty, vital selections that offer you pause to suppose. In talking with PC Gamer’s Joshua Wolens, story director Marcin Blacha says that pause is an indication that he and his group have performed one thing proper in a narrative selection.

“First of all, the choice has to make you think,” Blacha says, “So it cannot be obvious. You cannot simply go after one of the choices by simply pressing A all the time, so that’s the first thing. Second of all, in addition to having this balance, it needs to have its own gravitas. It must be serious. It must make you think about either life or humans or this particular problem or the difficulties that the characters may have right now.


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