The Blood of Dawnwalker director Konrad Tomaszkiewicz has revealed that, while players will have plenty of side-activities to partake in, doing so might have dire consequences. In an interview with PCGamer (via GamesRadar), Tomaszkiewicz spoke about the game’s time limit, and how this will work in terms of gameplay.
In The Blood of Dawnwalker, players will be faced with a time limit of 30 in-game days. While this won’t be a real-time clock, however, players will have to be careful with how they spend their time, since each quest they do will have an in-game clock moving ever closer to the deadline. Tomaszkiewicz compares this to The Witcher 3 players choosing to ignore the main story to instead play Gwent.
“This is the most important thing for me,” said Tomaszkiewicz in a recent issue of PCGamer. “Because when you put it together, it makes something really unique – this feeling of urgency in the games can be upgraded. For example, when you’re playing The Witcher 3, and you know that Ciri needs help, but you decide to go play Gwent […] you feel that it’s a game, and it’s a really good game. But it’s a game.”
“And maybe if you had some resource, and you know that maybe if you don’t go, something would happen – then your thinking about this game would be different, and maybe the immersion would be better, and maybe your emotions would be different.”
The Blood of Dawnwalker‘s design director, Daniel Sadowski, also spoke about the in-game time limit, explaining that players will still be able to freely explore the world without having to get stressed out about the deadline. Its narrative, however, will definitely emphasise the time limit.
“We want the time system to be part of the narrative experience, and part of the whole ‘both action and inaction have consequences’ [approach],” said Sadowski. “It will work in interesting ways. It will definitely force you to make choices at some points, like what to do, and what to ignore, because you will also have to choose which
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