![]() Read more: Thronebreaker: The Witcher Tales review. They wanted to be able to sell drama by showing it, not by telling you up front a scene was supposed to be emotional. ![]() CD Projekt wanted decisions in The Witcher 3 to feel meaningful, and for them to feel meaningful players needed to form emotional attachments with the characters. The problem going into The Witcher 3 was obvious: they were making a vast, non-linear, fully-voiced RPG. Thankfully, the much more capable Piotr Tomsinski was in charge, and he gave an enlightening talk at GDC on Friday about how much work went into making the characters move and speak so naturally. If I had been in charge of orchestrating all the moving parts of the game's development, I would've had a breakdown a month in and the dialogue system would've ended up more like Facade. It packs in 35 hours of dialogue, each line of which was voice acted and motion captured.
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