The Blood of Dawnwalker Will Focus on Player Agency and Freedom of Choice – Creative Director

In an interview with PC Gamer Magazine, as reported by GamesRadar, the creative director for the upcoming open-world RPG, The Blood of Dawnwalker, Mateusz Tomaszkiewicz, disclosed that the game’s design will heavily emphasize player autonomy and decision-making. He also touched upon the concept of a “narrative playground” in The Blood of Dawnwalker.

According to Tomaszkiewicz, this refers to how you, as a player, can engage with it. Essentially, we strive to give you the most control and options possible, while still maintaining our reputation for delivering compelling stories.

In The Blood of Dawnwalker, players will enjoy a wealth of options both in shaping the storyline and gameplay mechanics. They’ll have the liberty to roam around freely in the game world, as well as make crucial decisions during their journey.

The title is planned to employ a “synergistic strategy” for side quests and additional content, drawing parallels with The Witcher 3, where Tomaszkiewicz formerly served as the lead quest designer. In simpler terms, this means that they will be designing the game’s side missions and extra content in a way that complements or enhances the main storyline, similar to what was done in The Witcher 3, where Tomaszkiewicz played a significant role as a lead quest designer.

Design director Daniel Sadowski discussed “The Blood of Dawnwalker” and emphasized that its world would exhibit a sense of liveliness. In simpler terms, Sadowski explained that “the actions or lack thereof in Dawnwalker carry weighty implications.” This implies that the game’s world won’t simply stand idle while players decide what to do, and key events might unfold independently of protagonist Coen’s involvement.

Previously, Tomaszkiewicz shared additional insights about the game, mentioning that the open world in “The Blood of Dawnwalker” won’t span a vast area. Instead, the team aims for a more compact and dense open world, similar to Tomaszkiewicz’s preferred style in open-world games.

In a recent interview, Tomaszkiewicz mentioned that while the world was open, it was comparatively smaller, leading to a distinctly different experience. Unlike colossal worlds where it’s virtually impossible to fully explore every hidden corner due to their immense size, causing one to hasten through them, a more compact world allows for a calmer and more relaxed exploration. This slower pace enables one to remember the places better, creating the illusion of familiarity, making it feel like you truly know the place. It gives the sensation of belonging.

One standout aspect of this game is its built-in time constraint. Gamers must work within a 30-day timer in the game, using it to complete missions and choose between diving into optional side activities.

Tomaszkiewicz stated, “For me, this is crucial: when elements are combined, they create something exceptionally special – an enhanced sense of urgency in games. To illustrate, consider The Witcher 3 where you know Ciri needs aid, but choose to play Gwent instead. You recognize it’s a fantastic game, but it’s still just a game.

The Blood of Dawnwalker is in development for PC, PS5 and Xbox Series X/S.

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2025-02-24 17:11