
Part 4 - Combat in The Witcher
Does The Witcher put more emphasis on the story, or combat? Providing Geralt's profession the latter is quite unavoidable...
We're trying to represent a most traditional approach when it comes to the story. The Witcher is an RPG game. It is not a hack&slash like Diablo or Dungeon Siege II, where the plotline only fills
spaces between subsequent quests and hasn't got enough depth to it. This is definitely not the path we have chosen. Combat is undoubtedly an important factor of our game, but the story is equally
important and we put much emphasis into it. Nevertheless, it is combat that plays a predominant role in majority of complex RPG games. The proportion spans within 10% to 90%. During E3 presentations
representatives of Bioware watched our game and agreed that it presented best combat ever implemented in a PC RPG game. Therefore, it would be i bit mindless not to take advantage of this aspect.
Thus, even with highly complex and intriguing plotline, the combats to have great importance. Fights and duels are unavoidable when it comes to Geralt's profession – he is a monster slayer after all.
I can't imagine a game presenting such a character – endowed with so many superhuman skills, a super-warrior – where those skills could not be presented.
In such case, could you tell us a bit more about combat system in the game?
We've always considered real-time combat, not turn-based one, an ideal solution for our game. It should be extremely dynamic and engaging for the players. What's more, and it is crucial to any RPG
game, it should allow a wide spectrum of tactical elements. People who've been testing the game say we've managed to keep perfect balance. They claimed they've never seen anything like it before...
That we've created a new quality sparkling with fresh approach to a traditional system of combat tactics. I am fairly sure we can be very proud of our work. What does the combat look like? First of
all, there's the arcade element based on performing certain combat sequences. The player is to click on the opponent performing the first attack in the correct time indicated by a change of cursor.
To perform following attack one must click again. Finding the right moment isn't too difficult – though it requires a degree of concentration on what is going on. We do not want to face the gamers
with too high a challenge. Another thing is that such approach eliminates the boredom factor known both from Diablo and Dungeon Siege. We thing in the former constant clicking was deprived of any
sense whatsoever. The protagonist would perform the same type of attack over and over again, and at the same speed to – clicking slower or faster brought no change at all, so there was not much the
player could do. In Dungeon Siege the AI took care of everything. It was enough to click once, then you had some time to make a sandwich or something, ‘coz everything took place automatically. You
could use a potion from time to time to heal yourself, that was basically it. In our game, combat will engage players in a constant need of making choices. It is not difficult to master, but the very
idea of completing certain sequences correctly seems appealing. What's more, visually attractive representations of combat sequences come as a certain kind of award. This element too is extremely
attractive. Here's an example: in standard classic RPGs there are about 10 combat animations. In The Witcher there are almost 250. This gives us an entirely new quality. So, in this respect we're
closer to action/adventure games who only concentrate on arcade combat. We, however, have managed to show it in an eye-catching and engaging way.
Sapkowski's Witcher outclassed majority of his opponents thanks to his inborn skills: speed, agility and ability to use magic – the Wither Signs. Have those elements been taken into consideration in
the development process?
Naturally. They constitute a fundamental element of tactics, so important in cRPG games. In The Witcher we have decided to enhance this aspect a lot. We've managed to create an advanced, mouse-based
control system, which allows players to rapidly perform attacks, charges and dodge opponents' blows. This element checks out perfectly well. Our protagonist a plethora of useful skills we're able to
effectively use during real-time combat, for example diverse combat styles and witcher Signs. In the game there will be three dissimilar fencing modes enhanced by a possibility of using two different
swords. This actually results in six varied combat techniques – each with unique set of sequential attacks and each effective against different types of enemies. At a first glance, this might not
look too impressive, but each of the styles can be easily modified and configured freely along with character development, which gives the player multiple tactical possibilities.
For example: a fight against an archer may look different each time, depending on decisions taken by the player at certain stages of character development. High agility will allow them to deflect
arrows, getting closer and get rid of the witcher in hand-to-hand combat. But the player can also enrich the characters magic skills and use protective spells. Or, perhaps make use of Igni Sign – so
set the enemy on fire and finish him off afterwards. These two elements – combat styles and different Signs generate an almost limitless number of tactical options to be utilized – ones the player
can develop and excel in. We've done our best to logically combine and balance those two. You won't be able to finish the game using sword only, or igniting all your opponents. All these work well
only when sensibly merged. The Aard Sign will only knock your opponents down – but when attacked by multiple enemies the player will be able to set one of them on fire, thus reducing the number of
threats... perform a coup de grace on another, decreasing their numbers even more. There will be a number of simple dependences and consequences both effective and attractive, since they allow
players a great deal of freedom. Last but not least, there will be a complex system of witcher potions. In other games there are usually two, three or four types of potions used mainly to heal or
increase the amount of mana. In the case of The Witcher we've tried to stay true to the books. For Geralt the potions are a vital element of combat tactics – they change his skills in a profound way.
All potions must be use before the fight begins, since they're somewhat toxic putting even Witchers life in jeopardy. This results in him being vulnerable to opponents' attacks right after drinking
them. Combat with the use of potions requires an entirely new approach to planning and tactics. This element too proves our game's uniqueness.