Monday, October 12, 2015

It's not just a game, it's ...

... a story that "leaves the player in a very interesting and complicated situation—and gives him/her a wide range of different feelings and emotions": The Personal Story Behind The Witcher 3's Bloody Baron Quest

And though the player’s immediate response may be to condemn the Baron for his actions, the game spends a huge amount of time showing his remorse. It’s up to you to decide if he’s worthy of forgiveness.

"Because everybody should have the right to choose," said Sasko. "And besides, while as a player you control Geralt, in the end it’s still you making the decisions. And you should have the opportunity to decide who Geralt really is—meaning how he acts and responds in different situations, what he decides to do. It’s a role-playing game—to make it right and real, the player has to identify with the playable character—and how can this be done, if not by giving them the freedom to act?

"It’s also important to add that 'choice' is the heart of the Witcher games," said Stachrya. "When the player has to make a decision regarding a character that he likes and dislikes at the same time, he will hesitate. He will think it through, analyze all the information he was given and then chose—but rarely will he be certain that it was a good decision."

Hearts of Stone: T minus 48 hours and counting...

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