{"id":21845,"date":"2022-07-22T02:34:56","date_gmt":"2022-07-22T02:34:56","guid":{"rendered":"https:\/\/harchi90.com\/the-witcher-3-designer-recalls-the-mistake-the-team-made-with-a-key-feature\/"},"modified":"2022-07-22T02:34:56","modified_gmt":"2022-07-22T02:34:56","slug":"the-witcher-3-designer-recalls-the-mistake-the-team-made-with-a-key-feature","status":"publish","type":"post","link":"https:\/\/harchi90.com\/the-witcher-3-designer-recalls-the-mistake-the-team-made-with-a-key-feature\/","title":{"rendered":"The Witcher 3 Designer Recalls the ‘Mistake’ the Team Made With a Key Feature"},"content":{"rendered":"
CD Projekt Red has admitted it included a few too many points of interest in The Witcher 3: Wild Hunt’s Skellige map, but has also explained the reason why so many question marks filled the screen in the first place.<\/p>\n
Speaking during the developer’s 20th anniversary stream, Witcher 4 campaign director Philipp Weber, who was a junior quest designer at the time, said that the various smugglers’ caches \u2014 underwater chests sprinkled in the dozens throughout the oceans of Skellige \u2014 weren’t actually introduced as points of interest at all.<\/p>\n
Given the extraordinary size of The Witcher 3’s map, CD Projekt decided it needed something more than just quests upon quests to fill it. <\/p>\n
“I can admit freely I’m one of those people that actually put those question marks in the world,” Weber said. “It was already late 2014 so not that long before release [in May 2015] when we basically just filled the world with them.<\/p>\n