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    Forum GOD Nikoladim's Avatar
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    http://www.rockpapershotgun.com/2013...-world-beards/
    Ενδιαφέρουσα συνέντευξη, έκανα Paste κάποια ενδιαφέροντα πράγματα:
    RPS: I’d like to start with the most important question. Why does Geralt have a beard now?

    Michał Platkow-Gilewski: [laughs] That’s a tough question. When it came to redesigning the character, we made a survey of the company. We asked all the girls here, what’s the sexiest thing about the guys in the office? They all said the beards are the sexiest. So we came up with this breakthrough design change and added the beard. No, just joking. A few months have passed. Geralt is on the road, you could say?

    Jakub Rokosz: Right now he’s pretty much a man left on his own, after what happened in Witcher 2. He basically wanted to get a little alone time. I think the beard signifies that, that he spent some time in the wild. He didn’t really have to worry about looking good for the ladies out there.


    RPS: It’s an interesting dichotomy to set him loose in an open world like this. I mean, you’ve been saying that getting his memories back has made him more focused than ever on his main goal. It seems like he has something he really wants to do now, as opposed to just wandering. Why did you decide to use an open world to tell that story?
    Jakub Rokosz: To be honest, we always loved the narrative part of the Witcher series. We really like the way we tell the story. But we always felt that we were restricted by the way we allowed the player to travel to locations. They were always small, closed locations. We knew that if we wanted to give you the feeling of Geralt searching for his meaning and knowing the world, this wouldn’t work. The open world was the only right approach for this, to be honest. Geralt, right now, after two games and restoring his memory and stuff, I think he needs to find himself again. This is part of his journey as well.




    RPS: In other interviews, you’ve noted that you’re paying close attention to the strengths and weaknesses of worlds like Skyrim. How so, though? Where do you think Bethesda and others most need to improve?
    Michał Platkow-Gilewski: It’s hard not to mention Skyrim, but I believe that our approach to our game is totally different. What they created was an open-world RPG. What we’re doing is a story-driven RPG set in an open-world environment. For us, the most important aspect of the game is always the story. And by “story” I mean not only what’s happening, but also the choices and consequences, the moral gray areas, the good or bad characteristics of the NPCs that make them believable. After you meet them, you’ll remember who they are and why they do what they do. All that is the most important thing for us.


    RPS: You said that different quests might affect the main story without players even knowing. That sounds like it would ultimately benefit players the most to do everything, or do as much as possible before they finish the main story. With those multiple epilogues you were talking about, is there a good, better, and best one, or are they just different?
    Michał Platkow-Gilewski: We don’t have multiple colors of endings in our game [laughs]. To be honest, the ending for us, the epilogue, it should just be the cherry on top of all your consequences and how you wanted the world to change. I don’t know if there’s anything like a bad ending or a good ending. It’s just the way you played. If you don’t like it, just play it again.

    Jakub Rokosz: It’s only the consequences of your choices. You decided that the world should be shaped this way. If you don’t like it, you can try it again. <-Ωραία τρολιά στην Bioware και ελπίζω μην εξαγοραστεί κάποτε η cd project από καμιά EA και καταντήσει Bioware...
    Last edited by Nikoladim; 05-03-2013 at 18:52.

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