Topics I've Started
04.12.2013 @ 09:52
18.11.2013 @ 18:01
02.07.2013 @ 01:15The recent polemic about Novigrad and a terrific blog post by Warhorse's creator Dan Vávra prompt a reflection on world building. From what's known about TW3, two issues have the potential of becoming problematic:
1) Point-of-interest (POI) scattering
Reportedly, POIs will always be visible on the horizon, so to encourage exploration. To put this approach into context, here's a snippet from the aforementioned blog post:
QuoteThe design map of today’s RPGs is useless, because everything is compressed so that every ten metres you could find something fantastic or at least could be attacked by a monster every ten seconds, because otherwise it would just be ‘boring’...
This environment compression however negatively affects the graphics. In order to place a castle, cave or bandit camp every ten metres, you have to create a lunar landscape and hide the locations in nonsensical craters or beyond a hills that you must make as high as possible so that it would not be possible to see very far behind them. The result is an environment which is miles away from a real landscape, it is absolutely impossible to orientate within it without a map and in most cases looks bad.
As it applies to TW3, the problem with making sure there's always something catchy on the horizon is that the world at large might feel overcrowded and contrived to the extent POIs get implanted on extraneous locations for no better reason than to stimulate one's reticular activating system, so to speak. And if POIs are indeed placed artificially, not even taking advantage of the environment like cities and fortifications of old invariably did, then they' lack the roots that render the world organic and believable and feel much like an abstraction.
2) Points-of-interest self-encloseness
Historically, there was hardly a clean cut seam between major cities, even walled ones, and their surroundings. There would be a transition from centre outwards, gradually giving way to less urbanized areas, then outskirts and eventually countryside. A metropolis like Novigrad would attract varied strata of people which it would then segregate accordingly along that gradient. It would also require a number of services vital to its everyday workings, normally scattered close by around its fringes. Farming is an obvious example. However, judging by the brief pre-alpha panorama of Novigrad, this aspect seems to have gone unaddressed.
Now, there’s no doubt in my mind CDProjekt is paying close attention to how they’re building TW3's open world, so I’m confident these two issues shan’t blemish the final game. Just to be sure though, I am raising them beforehand.
29.06.2013 @ 14:45( via NeoGAF )
Agnieszka Szóstak from CDProjekt has tweetted:
QuoteOoooook couple of hours and drinks later time for an update. We've succeded! The new Witcher video out on Monday. />/>/>)
Something other than the promised CGI trailer, judging by her follow-up tweets.
* e d I t *
She later added:
QuoteDamn we should have thought about it earlier! /> No it'll be just a small, silly movie, that should make you laugh. Hopefully. ;-)
01.04.2013 @ 12:20New pics have surfaced today. Can't post due to copyright issues.
Shot #1: Geralt is shown synchronized-swimming with whales.
Shot #2: A cameo appearance by Elizabeth, from Bioshock Infinite.
She's tattooing Geralt's bald armpit.
Devs would not confirm a one-night stand between the two.
Shot#3: A shot from a side quest called "Apples and Oranges". Shows a new mini game where
Geralt throws ripe fruit at a tied-up cat, called Schrodinger. The cat can either get hit , not get hit or get hit and not get hit all at the same time.
Also, two new features confirmed:
- "Wicther Expenses"
When Geralt walks into a shop, pricey items like Prada handbags get highlighted.
- "Bogus Mode"
Geralt can now swear at monsters and scare them off. Profanity and gossip points are collected beforehand in local taverns and amidst fisherwomen and then spent in battle. Devs say combat is much more responsive and realistic this way.