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  • 9 ore fa
Un'interessante intervista di Graeme Boyd di Microsoft agli sviluppatori di The Witcher 3: Wild Hunt.
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00:04www.witcher.com
00:30Everything that we could, wouldn't even think about doing previously now, it's possible, right?
00:34The whole dynamic lighting, there's no baked lighting.
00:37The physics simulation, which is something that's really cool,
00:39because Geralt, one of his combat signs is this art which sort of pushes air.
00:45Do players need to be familiar with the storyline of The Witcher in the previous games?
00:50We've put a lot of work into making sure that the prologue part of the game
00:54allows players who know absolutely nothing about the lore of The Witcher universe
00:58to pick up the basics, so to learn who The Witcher are, who Geralt is specifically,
01:03who are his friends and who are his enemies,
01:04so after completing the prologue you'll know perfectly well what you're supposed to do
01:09and you'll feel like you belong in this world.
01:11Jonas, how do you start building a world on this scale?
01:14We get this scenario from the writer, so where it's going to take place,
01:18what's going to happen there, so we look at the world map
01:20and we look at what type of landscape there,
01:24and we start gathering reference from classic paintings, films, real life,
01:29and we start putting it all together with the tone and colours.
01:35We want to try to make everything memorable, right?
01:38So we try to make everything have a very distinct character, right?
01:41The city of Novigrad, like the main city in the game,
01:45has obviously lots of poor districts and rich districts, they're all very separate.
01:49We base it a lot off of medieval Amsterdam, but also with a bit of German and French architecture.
02:01When we just started to design the open world, we had to start to change the way we think.
02:06So say that we created a perfect little road by the coast, it's beautiful,
02:12and you say, hey, go down there.
02:13But the player, because it's open world, will choose to go completely wrong direction.
02:18The landscape tells a story, you come across these points of interest, as we call them.
02:23It can be a cave, it can be a ruin, it can be a farmstead.
02:27Wherever you turn, there's always something interesting going on.
02:30Everyone in the studio has at least one thing about this game that they feel extremely personal about,
02:37because it was their idea, because it was their initiative, and it got accepted,
02:41and now it's in the game.
02:42Ultimately, it's a better game, it's a better and bigger game because of that.
02:45How do you approach a storytelling job of this magnitude?
02:49Witcher games have always been known for non-linearity and the choices and consequences system.
02:55And given that completing the game takes about 100 hours, there is a lot of choices and a lot of
03:01consequences to think of.
03:02There's 36 different endings and many other smaller non-linearities throughout the game.
03:08So it was really a challenge to make sure that we control all the different story arcs,
03:13and we make sure that all the branches, you know, come together in the end and make sense.
03:17We really expanded on the idea of a monster hand.
03:21We didn't want these quests to feel repetitive, and we wanted each of them to feel like a short story.
03:26And what tips would you give to players as they start to explore the world of The Witcher 3?
03:30Take their time, have fun.
03:32The game is about exploring and just discovering things, so don't rush it.
03:42So there you have it, folks.
03:43The Witcher World Hunt is the biggest RPG of the year,
03:46and it is coming to Xbox One on May the 19th.
03:49And the best news is the guys at CD Projekt Red said that if I got into this get-up,
03:52they might actually get me in the game, so it's cool.
03:54I'll see you later.
03:55Guys?
03:57Guys?
04:00Actually, I quite need the toilet.
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