Vårat GRTV-team fick sig en pratstund med Witcher 3: Wild Hunt-författaren Jakub Szamalek. Bland annat snackade de om utmaningarna med att berätta en bra story som drar nytta av seriens fylliga bakgrundshistoria, samtidigt som det nu ska anpassas till en öppen värld.
Szamalek sade bland annat: "It is a challenge and we're fully aware of that."
"We spend a lot of time in pre-production period figuring out how to approach it. In Witcher 2, the story had a linear structure - a lot of branching - but it was linear in the end. We'd move the player from location to location when they completed the main quests."
Han berättade även lite om hur man tacklar problemet i Witcher 3:
"Whereas in Witcher 3, they will have complete freedom over where they go and when they do it. So we have less control over what the player does and have to take into account many more options. So the problem of pacing is much more difficult here; we really don't know what the player will do. But we've figured out a few ways to cope with that, the main one being that the story in Witcher 3 isn't linear at all; it's a collection of elements, that you have to find and collect them piece together to get a full picture."
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