The Witcher Interview

Real World Benchmarks: Greetings! Thank you very much for agreeing to answer some questions for the Real World Benchmarks. We have been watching the development of this title for some time now and it looks like you guys are on a way to creating something very impressive. There are quite a few things we hope to learn about The Witcher video game project.

First of all, would you mind telling our readers who you are and what your role is in the development of this game?

Michael Madej: My name is Michal Madej and I’m the Chief Designer on The Witcher. My normal duties include boring myself at meetings, signing people's vacation requests, and above all making an impression that I have a vision regarding the game... particularly in front of media and potential publishers.

Ok, I’m joking. The truth is that I’m working with a talented group of people to develop the storyline and overall vision for the game.

RWB: A variety of weapons will be available in the game, so will there be moments when Geralt is forced to use weapons other than his Witcher swords?

MM: Witcher swords — one made of steel and one of silver — are Geralt's main weapons, though he can use others. He can buy them or pick them from an enemy corpse. Geralt can use a variety of melee or projectile weapons, but as a witcher his training with a sword makes it his primary weapon. Special attacks and talents are available when he uses his swords. With endless options available to customize Geralt’s combat abilities, lots of tactical options, more than 200 motion-captured animations and even the use of some magical abilities, we’re quite confident the combat won’t get repetitive.

RWB: Will the game offer explanations or resolutions to the events which took place in the books?

MM: The game is based on the book, but every reader has his own explanations of events. We don’t want to explain what the author had in mind; we offer some clues or resolutions but we don’t say, “That’s how it really was.” This is something specific to the game, in that it gives several options to choose from. The way the story unfolds will depend on the player - how loose ends are tied up and problems are solved – including some of those from the books. Also, the events in the game happen some time after the end of the story as found in Andrzej Sapkowski’s cycle of novels, which gives us a little breathing space and means we don’t have to explain (in other words ruin) all the secrets created by the author. We’re using the depth of the existing world to help add depth and believability to our game.

RWB: Because of the memory loss, will Geralt have to learn how to be a Witcher all over again, or will he start the game already supercharged?

MM: Geralt forgot a lot and he lost all his tools of trade. He will have to recall some things, but it’s not so easy to forget how to be a professional monster slayer. Geralt was mutated and trained by magical means, so his body remembers how to fight. Even with the memory loss the witcher is a more capable warrior than any human being. The hero didn’t lose the supernatural powers that resulted from his genetic and metabolic change – you can’t forget that you’re a mutant.

RWB: Will the players be given the ability to control any character other than Geralt for any length of time?

MM: Not directly, but there are times when Geralt will fight shoulder-to-shoulder with friends and allies against common enemies, adding further depth to the tactical options in combat. The story is focused on Geralt, his involvement in an epic power struggle and personal dilemmas. He is the main hero and the only character players will control. Witchers are typically lone wolves, not social beings.

RWB: How will the outcome of the game be calculated? Will the player simply get “good” points for good actions and “evil” points for evil actions, or will there be a more complex system?

Michael Madej: In the world created by Andrzej Sapkowski there is no simple division of good and evil actions. Sometimes Geralt has to choose the lesser of two evils, while other times he will need to carry out an evil deed to serve a higher purpose. We’ve brought this same sentiment to the game. The outcome of the game is based on choices made as players complete quests and speak with NPCs. Conclusions will not be based on any “points” on a good/evil scale, but on specific dramatic choices - often tragic ones - for which we must sacrifice those close to us or even a part of ourselves.

RWB: Could you please describe the camera angle and controls which you have planned for the game?

MM: Our mission with The Witcher is to deliver a fresh take on the traditional RPG. To that end, we decided to stick with an isometric camera and an intuitive point & click interface. These will be the basic camera and control modes in the game, but the player will be able to select zoom view and use additional keyboard functions. Of course it will be possible to configure all keyboard shortcuts.

RWB: Will the game in its final form be moldable? Will users be able to legally create any kind of additional content?

MM: At this moment, we haven’t made final rollout plans for the toolkit. However, we are prepared to provide users with the tools to create custom content for the game. If we decided to do this, we would like to make tools available which are honed as far as possible to the needs of the user. More on that in the future.

RWB: A lot of people who have not read the books are unclear on Geralt’s magic use. Could you talk about his magical abilities and how they differ from a common magic user we are accustomed to seeing in computer RPGs?

MM: Witchers are trained in basic and very practical magic use. They learn about magic and magical beings, but they are not wizards. Witchers' spells are called Signs. Each Sign has very specific purpose. For example, the Sign of Igni produces fire and the Sign of Quen creates a protective shield. Signs are used in combat, so they are fast and require only simple gestures. Geralt may use a Sign to knock opponents down or to bind them. On the other hand, Signs can used outside combat, as the player may ignite objects, move them or influence the minds of NPCs.

RWB: How will Geralt obtain Witcher potions? If he brews them himself, will there be room for the player to experiment or will the potions be made according to strict recipes?

MM: The Witcher is a killing machine and he needs fuel. Geralt brews potions himself using herbs and ingredients taken from monsters' corpses. Basic potions are made according to recipes, but there is room to experiment. Brewing potions is a mini-game based on the hero’s skill, the player’s reflexes and an element of randomness. Besides, there are some secret recipes in the game and unique potions made from special ingredients. Potion use isn’t instant; drinking potions is a very special, almost ritual act.

RWB: Will it be possible to fail any quest by not completing it within a specified period of time?

Michael Madej: We’ve discussed the topic and the decision was made that we will not feature time-sensitive quests in The Witcher. That doesn’t mean that time does not play a part in our game; the opposite is the case. Time is very significant, and the rhythm of day and night has a colossal effect on the behavior of the players, the atmosphere of the location and what goes on there. We simply recognize that time limits are not something most players like, and that includes us.

RWB: What RPGs does The Witcher team like the best? Which of them do you think influenced the development of The Witcher?

MM: Everybody has their favorites and we talk about RPGs a lot. We are influenced by all classic RPGs, including Fallout, Baldur’s Gate, KotOR, Gothic and Oblivion.

RWB: How is your search for the publisher progressing? Have you considered any alternative means of distribution?

MM: We are in the final stages of securing a publisher. We’re in discussion with several major publishers and hope to announce a deal in the coming months.

RWB: In your estimation, when should the fans expect to see The Witcher in stores?

MM: When it’s done, though we’re currently targeting Spring 2007.

RWB: A lot of English speaking gamers are interested in reading The Witcher books while they wait for the game. Do you know of any plans to translate Sapkowski’s works into English?

MM: Orion Books out of the UK has the English publishing rights. They plan to rollout the first book, The Last Wish, around the same time we launch the game next spring.

RWB: Thank you for taking your time to answer our questions. We truly appreciate this opportunity to learn more about The Witcher. We wish you all the best and hope to see The Witcher get all the attention (and sales) it deserves.

MM: Thank you very much. I’m sure The Witcher won’t disappoint you. And of course if you would like to find out more about the game, please visit our official website www.thewitcher.com.

 

Hmm... this needs more porn.