Train2Game Blog readers who play The Witcher 2 will need to “face the consequences of your actions” whatever decisions you make when the RPG gets its Xbox 360 release.
That’s what lead level artist Marek Ziemak told CVG about the game that CD Projeckt have previously described as “The most complex and non-linear story ever told on Xbox 360″
“The spine of our whole game is the storyline and it’s a dark fantasy world where you have to make choices, then later on you have to face the consequences of your actions.” said Ziemak.
“We were looking for a way to make those consequences meaningful and really important for the players. To show that, we sometimes have to kill some characters, sometimes burn places and sometimes make huge changes in the game’s world.”
When asked if that meant CD Projeckt were making parts of the story that might only be seen by a handful of players, Ziemak responded that no matter what, players need to see what consequences their decisions have.
“It’s not always enough to tell you that someone died because of your choice, we want to show you those consequences, because you’re the man deciding, then we have to be prepared that you choose one option or the other.” he said.
“We may have to create twice as much content, but then, there’s twice as much fun!” The Witcher 2 developer added.
Find out more about the development of The Witcher 2: Assassin’s of Kings in The Train2Game Blog’s own interview with lead level artist Marek Ziemak from Gamescom last year.
Train2Game students have the opportunity to question The Witcher 2 developers CD Projekt during a special Q&A event at BAFTA next month. There’s more information about it here on The Train2Game Blog.
What are your thoughts on Ziemaks comments about consequences in The Witcher 2? Is it something that game developers need to put more focus on?
Leave your comments here on The Train2Game Blog, or on the Train2Game forum.