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At some point in time, we were working on those paths in parallel-polishing the main story and creating side quests according to events and circumstances that we found interesting and worth expanding.
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Having an outline of the main story enabled us to work on minor stories, often connected to the main one. We had to know what the story is actually about. When you developed the game, did you start with the main quest and then work on the side quests, or were they done in parallel?Īt first we created the main story line-as Wild Hunt is a story-driven game about personal matters of Geralt of Rivia, the witcher. So, after months of creating, testing, and improving the game, we had to tell to ourselves, “Alright, now it’s really good, it’s time to show it to the world.” Which of course doesn’t mean we do not see our mistakes-we have patches to deal with those. Well, there are always things that might have been done better, but if you are improving, rewriting, and re-implementing things on and on, there’s no way you will ever deliver the game on time. I feel that we have created strong personalities of full-blooded women who, on one hand, are tough and self-confident, and on the other, warm hearted and honest.Ĭonversely is there anything that you see in the game that you could have executed on better? Sapkowski’s short story (of the same title), and the part in Novigrad when Geralt is hanging around with Ciri to spend some time with her and deal with her unfinished business. Again, I can’t speak for the whole story team, but I especially enjoyed writing the quest called “Last Wish,” which is a loose reference to Mr. Still, I feel like we have found the right way to present them. Dealing with these kinds of characters is always like walking on thin ice, as for many people (the readers) they are kind of legendary. I’m also very proud that we faced the challenge to include in our game the characters of Yennefer and Ciri who were important figures in the books by Andrzej Sapkowski. I’m very glad that after many weeks or even months of working on that storyline with quest designer Paweł Sasko, we managed to do something what gamers seem to enjoy. When I first got the scenario with an idea for that character and his story, I thought that writing it so that the Baron is a real flesh-and-blood character might be pretty challenging and interesting.as well as really easy to mess up, if done wrong.
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I cannot speak for the whole team, but for me the storyline of the Bloody Baron would definately be that thing. Is there any particular part of the game that you are especially proud of?