An interview with Michał Madej - chief designer of The Witcher

Part 5 - An RPG protagonist

The Witcher is an RPG game. Do you, therefore, plan any character development system? The main character is Geralt – a swordmaster, a legend. It is hard to imagine he could be any more powerful than in the books.


Yes, there will be a character development system implemented for Geralt. It stems from certain story-based assumptions that we made and that I’ll try to talk about a little later. As far as the mechanics go, we decided to give up the number and digit-based system. It might sound a bit controversial, but stays faithful to what recent RPG game have brought into the world of computer gaming. Whether the character’s strength equals 5 or six it to a player an abstract piece of information. It is hard to imagine it’s actual influence on the game. What really matters in games it a choice of unique skills and abilities defining the protagonist, not increasing numbers and statistics. What I am talking about here was – in my opinion – the strength of games like Fallout – where the players were able to choose between perks, or systems based on Dungeons&Dragons – in the form of feats. Acquiring the ability to use two-handed weapons defines a character far more than gaining 2 abstract points of strength. That is why we decided to base the character development in The Witcher on such abilities. For example, when it comes to combat styles, one can ‘buy’ another blow in a sequence, or a chance that the hit is enhanced by a 50% possibility of stun. Now, these are quite visible effects, aren’t they? The other thing we believe will work great is diversity. There will be over 250 skills to acquire – all grouped in a tree-like systems connected to a certain base skill. Some of them concentrate on magic, some on combat, etc.

And what about Experience Points? Have they been left unchanged, or have you had some other ideas here as well?

The system is not an entirely standard one. To a certain extent we decided to base it on classics: the main character gets experience points for solving quests or killing monsters – the points make him advance in development. But this is when the classic approach ends. Together with new level of experience we gain some points and use them to buy new skills. What’s different? There are no restrictions as to buying of the skills, which, by the way, requires special points. These points are divided into three groups – particular for various kinds of quests. Let’s say we’ve got bronze, silver and gold ones. We use bronze point to buy standard skills, silver to but better ones and gold to buy master skills. The choice depends on various factors. You can only get master points if your deeds are truly heroic, otherwise you can only enhance standard or special skills. This has allowed us to perfectly balance character development.  Another thing is, we optimized the game in such a way, that it only allows players to acquire 60% of all available skills, thus letting them discover new ways of development upon re-play. All these result in a system allowing players to create their own witchers, all alike and different at the same time – specializing in various aspect of their craft.

Another somewhat iconic feature of RPG genre is finding huge number of various items and equipment... What about it?


Here is where the issue reappeares. On the one hand, we’re aiming at creating a classic-like RPG game, on the other, we wish it to be perfectly fitted for the contemporary gamers, and, what’s even more important, to the realties of a realm created by Andrzej Sapkowski. That is why you can not expect to find a ‘+5 Slayer’s Halberd’ – which, by the way, you’d be unable to use and have to carry to sell in a nearest town – on a Drowner. Generally, a witcher should not be overloaded with equipment.He is a monster slayer, not a church-fair stall-keeper. There will be a limit of items to carry, additionally all of items in inventory will be visible. The Witcher’s inventory is going to be reduced to his coat, two swords a medallion and perhaps a bag to carry potions. Players won’t be able to pot anything really big inside the bag. Nonetheless, we’re planning to give to the players a large numbers of interesting and useful items, so as to quench the thirst of all item-searching freaks. One of such large item groups are ingredients used to brew witcher potions. As I mentioned we’ve introduced a wide range of those. Some of them increase various reactions and characters speed, others allow nightvision. There will also be ones to be used directly on the opponent – by breaking the vials on their heads or spilling onto the enemy. It is possible for the witcher to learn to brew them during the course of the game. Majority of ingredients come from herbs, plants and parts of slain monsters. With a certain skill, the protagonist will be able to retrieve and use them correctly. Some components will also be available at special stores. The unique ones will only be found in particular locations. Players will also have a chance to simply pick up some of the herbs. All these will give players loads of fun and things to do during gameplay.

What about weapons and inventory? Do you plan any evolution of this aspect of the game?

When it comes to the inventory we have made several assumptions. First of all, since a witcher’s tool, it is somewhat unique. You can’t simply buy a witcher sword. The only way to acquire required materials and possible development is to find certain specialists who might produce it for you, getting to know where the materials are found, or forging it by yourself. The player will also be able to make his own coat, providing of course, that he finds out the plans and a way to make it. Such an approach fits the entire idea of the world and brigs about joy and satisfactions we would not have a chance to feel by just finding a magic vest that some dead enemy lost. Let me but mention main character’s weapons once again. When it comes to the types of them, there will be two kinds not just two pieces.When it comes to steel swords that prove particularly useful against humans, there will actually be several types to be acquired during the game And this does stay true to the literary original. In the novel The Witcher did not only use one sword. Naturally, all changes in the inventory will have a direct influence on the character’s looks. As far as the silver sword is concerned – it is so unique that even acquiring it involves a separate story. The same applies to the medallion.The witcher medallion is a symbol of a guild, without it the player will never be considered a professional monster slayer. This particular item also possesses a number of qualities, that in course of time the protagonist will learn to use efficiently. We have tried to use this element of the character both in the storyline and in the marketing campaign. The wolf head medallion has become a trademark and a logo of our game.
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Developed by CD Projekt RED Powered by Bioware Aurora Engine Atari Nvidia Pegi Rating 18 ESRB Rating Mature 17+

"Polish developer CD Projekt has crafted one of those landmark games that moves the goalposts for everybody."
- Gamespot