The Blood of Dawnwalker creative director Mateusz Tomaszkiewicz has revealed that studio Rebel Wolves wants to push the genre forward by making use of its in-game time limit as a central mechanic. Speaking to GamesRadar, Tomaszkiewicz spoke about how the “time as a resource” idea is central to The Blood of Dawnwalker, saying that it helps “add another layer of non-linearity”.
Tomaszkiewicz doubles down on the idea of the narrative sandbox that the studio has previously spoken about, forcing players to make difficult choices about how they will end up spending their time with the game, all while an in-game timer is constantly ticking down. Tomaszkiewicz said that it will “have this natural tension build up and to add weight to your choices.”
Despite this, however, Tomaszkiewicz also emphasises that players should not be worried about potentially missing out on things because they felt pressured by the time limit.
“You shouldn’t be anxious about missing out on content in different parts of the world, just because we have this time system,” he said. “To me personally, that’s very important, because I would be very angry if a game did something like this, where I just missed out on a bunch of content I did not know exists.”
Tomaszkiewicz also spoke about how the game might end up being divisive, with some players enjoying the stress-inducing time limit while others might bounce off the game since they would prefer to explore the world and do its quests at their own pace. While saying that “the risk is worth the reward,” Tomaszkiewicz also brings up comparisons to the development of The Witcher 3, which also tried to bring in its own new ideas, like an expansive open world, while still maintain a high quality of writing thanks to in-depth quest design.
“We heard a lot of these conversations during The Witcher 3 development as well,” Tomaszkiewicz said. “I think not many games were trying to do what we did back then. We tried to combine these really expansive storytelling
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