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“We heard a lot of these conversations during The Witcher 3 development as well,” he says.
“I think not many games were trying to do what we did back then.
We tried to carry that over to an open world and so on.
But we took these risks.
We did what we could to mitigate them.
I think, in the end, it worked out pretty well.
And that’s totally fine.
You won’t just everyone, right?
If you’re trying to make a game for everyone, it’s probably for no one.
“It can be huge for the players.”
So of course, we sat down.
We were talking about ‘what would we achieve by having this?
What are the risks?’
And, you know, we’re trying to consciously tackle both.”
So, basically, making you feel safe, that you have control and agency in there."
It’s the whole thing.
The limited time quests aren’t built around Dawnwalker, it’s the other way around.
We don’t do gimmicks with it."
This interview has been lightly edited for clarity.