Ett av de aspektene som The Witcher 3: Wild Hunt har blitt rost for verden over er at det både er mye, men også skreddersydd sideinnhold. Her snakker vi om oppdrag med dedikerte karakterer, og det har krevd mye arbeid av spesielt manusforfatterne, som skulle sørge for at disse oppdragene var narrativt tilfredsstillende.
Men selv om innholdsmengden er enorm, så bekymret de seg stadig for om det var nok. I et intervju med Eurogamer forteller designer Jakub Szamalek at forfatterne var usikre på om det var nok innhold til å tilfredsstille spillerne.
"We had a lot of tables and trees and diagrams and post-it notes to try and build the whole picture but it was extremely difficult. We were actually very worried that we didn't have enough content. We were seriously concerned there weren't enough quests, enough dialogue sequences, there wasn't enough to keep the player busy. Obviously we were hugely mistaken because the density of the experience is definitely not lacking - but it was so hard to assess it when the game was still being made."
"What people outside of the industry don't always appreciate is a game is constructed from so many pieces and you don't see the final product until the very end so it's hard to plan for unforeseen problems. When you're working on a play in the theatre, you might not have the costumes or the set, but you can see the actors interpreting the lines, you can imagine what it will look like - in games that's extremely hard. Even if you do have a clear goal and direction, you might end up in a different place because a certain part of the game gets cut or a new mechanic is introduced and this requires you to change the storyline, or it turns out that a tester says the game is lacking this or that."
Hva synes du om sideinnholdet i The Witcher 3: Wild Hunt?