GH:
Hi Michal, can you tell us your relation to the forthcoming
game: "The Witcher"?
Michal:
My name is Michal Madej and for the past three years
I have been the game’s chief designer, which
inevitably means that I have been responsible for
the general conceptualisation of “The Witcher”.
Consequently, I set the course for all the individual
designer departments that were tasked with combat,
character development, plot, GUI, as well as many
smaller aspects of the game.
GH:
Can you describe for us exactly what kind of game
this is, and the type of gamer who will be attracted
to it?
Michal:
“The Witcher” is a very modern adaptation
of the classic RPG, where great effort is placed on
an intricate, non-linear, and absorbing plot. Additional
strong points of the game are its original, unusual,
and adult fantasy world, which the player gets to
explore through Geralt – the story’s main
character, the legendary monster slayer, known also
as the White Wolf. Moreover, “The Witcher”
offers electrifying, dynamic, and visually spectacular
combat. Largely thanks to these characteristics, I
strongly believe that the game will strike a positive
chord with a wide section of gamers. After all, who
of us has not fallen spell before to an intriguing
plot, stimulating action, and charismatic heroes?
GH: Having seen a few of the videos
released, just how closely to those videos will the
gamer experience compare?
Michal:
Frankly, I think that at present the game presents
itself even better at this moment, as those videos
were made a couple months back. Moreover, we do not
tend to publish any “fake” clips. All
the content uploaded onto the official
webpage are authentic fragments
of the game, which are mostly gameplay elements, with
some selected cut scenes, as well. I can personally
guarantee that those of you who liked the already
posted videos will like the actual game even more.
GH: Will the game be only released
for the PC, or are other platforms being considered?
If so, which one/s?
Michal:
We decided to concentrate our efforts on the creation
of a PC version of the game mostly on account of the
fact that, as PC entertainment software publishers
we believe that the market for such productions still
has great potential. Moreover, learning from the lessons
of some of our competitors, the dichotomy of creating
a game title for two platforms usually ends in failure.
Take the simple issue of control, for example. The
conversion of just that one element from the PC to
a console platform would cause insurmountable problems,
as “The Witcher” was created with mainly
mouse gameplay in mind, and hence would most certainly
literally kill the game. This would explain our decision
to channel all our efforts to a thorough PC production,
in place of splitting our resources to the creation
of mediocre titles for a number of platforms. This
does not mean, however, that we would rule out console
games with the Witcher in their title in the future.
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GH:
How was the concept and story of The Witcher developed,
and what has been its inspiration?
Michal:
The story of the game’s conceptualisation is
essentially one of our courage to undertake the whole
subject of the Witcher. Initially, we were immensely
intimidated by the superb literature, on which we
were to base the game. That would explain why our
first dab at it was rather modest, for we wanted to
use the Witcher world only, complementing it with
our very own characters and plot, so as to not touch
the “sacredness” of Sapkowski’s
protagonists and ideas. Rather quickly, however, we
came to acknowledge the fact that this was in fact
a dead end we were working towards, as this way we
were losing out on what was best in the novelist’s
literature. That is when the breakthrough took place
– Geralt reclaimed his rightful place as the
protagonist, the plot was completely rewritten, and
an innovative combat system came to be. And that was
what magically turned a simple action RPG into one
of the most original games of its genre that we hope
you have seen. The inspiration behind this sudden
change was Sapkowski himself, the world he created,
the stories he conjured up, the characters he gave
life to, all in his own original narrative style.
GH:
How much freedom will the gamer have in relationship
to the story development? Is it totally linear, or
are there areas where the gamer can do some side quests?
Michal:
“The Witcher”, as every self-respecting
RPG, provides the player with a great deal of freedom
when it comes to decision making. In this case, we
put emphasis on shaping the plot through gamer choices.
The game has three completely different endings, depending
on decisions made by the player throughout the whole
adventure, from beginning to end. While it seems that
this is already a certain expected standard, established
by games like BioWare’s, “The Witcher”
is different in this respect when it comes to the
nature of the actual choices. Firstly, all the decisions
the player will face are mature and ethically difficult,
forcing the gamer to make the choice between two evils.
Secondly, the effects of these choices will not be
immediately apparent, as they are time delayed, preventing
the player to revert to the “save/load”
technique to determine, which decision is more advantageous.
Thirdly, when the effects of his actions will become
clear, the player will be reminded of his choices
which led to this outcome through flashback or feedback
cut scenes. Naturally, there will also be a multitude
of side quests awaiting completion, most of which
will be commissions for the slaying of monsters.
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GH:
Will the gamer feel freedom of movement and exploration,
or will the gamer feel restricted to certain areas?
Michal:
As the producers we did everything we thought possible
to avoid the player feeling constrained by technology
or the game’s design. We are aware of the fact
that this particular sensation of liberty is one of
the most important aspects of such a game, and that
designers often revert to their repertoire of tricks
that will create an impression of freedom, as absolute
player autonomy is technologically practically unfeasible.
In the case of “The Witcher”, we bet on
free plot exploration simply because we just would
not be able to recreate the whole of Sapkowski’s
world. In any case, grandeur and freedom in games
cannot only be measured in terms of geographical dimension
– an enormous but uninhabited desert has very
little to offer in comparison with a small but densely
populated city.
GH:
We’ve read about things like “motion capture”
and “physics modules”. Does this mean
the game will require a system with next gen/state
of the art performance to be able to enjoy it?
Michal:
Definitely not. While “The Witcher” does
indeed possess some stunning visuals, a fair deal
of technological sophistication, physics animation,
as well as motion captured animation, the game will
most certainly run on decent computers and thus does
not require the latest graphics cards. Whilst creating
the game, we focused on the plot, characters, and
combat, and while these elements do require realistic
graphics, effects, and animations, they were not an
end in their own right.
GH:
Upon seeing some of the few screenshots of The Witcher
in action, how closely will the gameplay be to previous
games e.g. the Baldur’s Gate series and the
Neverwinter Nights series?
Michal:
Paradoxically, the player’s experience will
be both similar and different in this respect. On
the one hand, “The Witcher” and the mentioned
games belong to the same classic RPG genre, and additionally
are comparable technologically, as they operate on
the same engines. BioWare’s accents are thus
noticeable, particularly since we tried to retain
many good aspects of the studio’s trademarks,
such as non-linearity and split endings. On the other
hand, however, “The Witcher” is significantly
different to these titles. Firstly, we replaced the
d20 turn based conception of battle with dynamic and
energetic combat in real time. Additionally, the game
sports an absolutely innovative skills system and
character development, which is indispensable in emphasising
the Witcher’s specificity. The game engine has
been modified in over 80% when compared to the original
NWN Aurora, which resulted in the beautiful locations
or full screen special effects you will be able to
witness. I am positive that gamer fans of those aforementioned
titles will gladly take to exploring their beloved
aspects of such productions, redesigned and presented
with a completely innovative, fresh and modern tinge
to them.
GH: Can you describe what has been
done to enhance the game engine for The Witcher?
Michal:
As I have already mentioned, there have been some
significant changes – around 80% of the original
engine has been rewritten. Out of this, probably the
most noticeable is the change of the rendering module
– from OpenGL to a the new DirectX 9, where
the latter’s superiority shows in pixel-shading,
normal mapping, and full screen effects among others.
Moreover, we reformulated the whole game mechanism
– going from the d20 turn based system to real
time combat. The last thing I would like to mention
is the game’s edition environment, which had
a complete makeover. The Aurora Toolset simply did
not meet the efficiency and stipulations we were looking
for. The new toolset is fully integrated with “The
Witcher” and, among other things, permits us
to detect glitches and implement changes in real time.
In addition to all this, there have been many other
smaller changes and modifications, which I have simply
not mentioned due to lack of space.
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GH:
How scalable will the graphics engine be?
Michal:
The graphics engine is fully scalable – this
is not only the standard requirement of the gaming
market today but also rather an essential characteristic
of good quality productions. We wanted “The
Witcher” to be a game for both the financially
constrained gamers, as well as for those who can permit
themselves the purchase of higher end hardware. All
players, however, will get to play an attractive and
engaging game, though naturally better equipment will
enable the full appreciation of “The Witcher’s”
capabilities.
GH: Do you know what kind of package/s
will be released when the game is finished? Will it
be on DVD only, CDs/DVDs? And will there be a Collector’s
Edition? If so, what can we expect to be included
in it?
Michal:
This issue will largely depend on the country in question,
as well as ATARI, our publisher, so at present I am
not really in a position to tell you what exactly
will hit American stores. As the game’s developer,
however, we are prepared for a DVD, CD, as well as
a collector’s edition. Officially, the contents
of the limited edition will be announced soon enough,
though I can already tell you that it will include
something that every Witcher cannot do without.
GH: Will there be a public playable
demo at any stage prior to release?
Michal:
Again, I am not really in a position to guarantee
anything of the sort, though we do not rule out such
a possibility. After all, the issue of the demo also
depends on ATARI’s decision. This should be
resolved relatively soon, however.
GH:
Has any discussion included any estimate of what price
range the game will be in upon release? And, regarding
the release, will it be a global release or restricted
to certain areas? (I’m certainly hoping for
a USA release at the same time as all the others.
;) )
Michal:
Our aim is to get the game published simultaneously
across the globe, and the US should be no exception
in this respect. As for the price tag, CD Projekt
is not the direct publisher on that market, which
means I cannot really say anything about it. I reckon,
however, since “The Witcher” is presently
one of ATARI’s more important projects, and
that it is classed as an AAA product, this should
give you a fair idea of the price range you may expect.
GH:
Can you describe what kinds of opponents/enemies will
be encountered? Will any of these have such magic/spells
that they can morph into different forms?
Michal:
“The Witcher” is essentially a game about
a monster slayer, which inevitably means that we have
put every effort into getting the creatures, beasts,
fiends to surprise you with their variety and originality.
Most of the credit is of course Sapkowski’s,
who made monsters the second most important characters
of his novels, giving such fantasy clichés
as vampires new colours. In the game world, therefore,
the player will encounter living (or sort of living)
“relics” – monsters dragged to this
world from parallel universes by a magical cataclysm,
dispossessed of their natural ecological niche, trying
to survive in an alien realm where their physical
bodies do not necessarily respond to established laws
of nature. In addition to these, there will be monsters
conjured up through magic, giant mutated insects,
as well as the results of failed experiments conducted
by power hungry wizards. Therefore, you will not be
overrun by clichés zombies, as the Sapkowski’s
undead are the returning spirits of wrongdoers, or
the spectres of troubled and vengeful souls. In addition,
if things were not bad already, Geralt will have to
face the menace of human foes. As for mimics, they
have a special role to play in the game, which of
course I cannot disclose now to not ruin all the fun.
GH:
What kind of skill leveling will be used? And, are
opponents also able to level up as the gamer’s
progress develops?
Michal:
In order to give due credit to the specificity of
the Witcher’s vocation, we had to develop our
own skills advancement mechanism, in such a way as
to not smother the profession’s potential. That
would be the reason why we did not take up any of
the existing solutions like d20 or other such systems.
Additionally, we wanted to avoid employing any “tricks
of the trade” on this issue, as apart from a
limited circle of adamant RPG fans, such a solution
would seem rather unexciting to the average player.
Hence our decision to use a skills tree mechanism
– 15 different character development trees (4
attributes, 5 Signs, 6 combat abilities), which together
total at 250 skills. Such a system should give the
player ample maneuvering ground in customising their
character, making him master of different sword fighting
techniques, alchemic cocktails, or magic Signs. As
for the idea of leveling adversaries, we think that
it ruins all the fun the player would otherwise have
in advancing his own character.
GH: Is there any final word you’d
like to share with our readers before we close?
Michal:
Every year, there is a number of interesting games
that have great graphics, spectacular combat, or an
intriguing storyline. However, I can count on the
fingers of my hand the games that offered a stunning
treat for the player at the game’s completion,
one which would be remembered for long and which would
be the crowning achievement of satisfaction gained
from reaching the very end. We believe “The
Witcher” to be such a game worth playing from
the very beginning to the very end. And a few times
to that.
GH:
Thank you, Michal. We really appreciate you taking
the time to do our interview. We look forward to experiencing
"The Witcher" firsthand...and hopefully,
soon!
Interview
conducted by: Lewis "Dyre_Straits" Turner