The Witcher 3's story director says an ideal quest is 'constructed in such a way that the player puts the controller away, stands up, and starts walking'
Marcin Blacha, the story director of The Witcher 3, explains that the ideal quest in the game is designed so that players put down their controllers, stand up, and start walking, pondering over the significant choices they face. Blacha emphasizes that the choice should not be obvious and must make players think about life, humans, or the characters' problems.
He reiterates that when a big choice is presented in The Witcher 3, it needs to be constructed in a way that forces players to stop, think, and then return to the game to make their decision. Blacha believes that these choices are meant to immerse players in the game and the characters' struggles, while also conveying something about the nature of life or the world.
Regarding the upcoming DLC, Songs of the Past, Blacha confirms that it will contain its fair share of difficult choices, potentially making players uncomfortable and causing them to regret their decisions, requiring them to reload and repeat their choices.
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