Posted August 07, 2011
I'm currently playing Witcher 1 in order to get a save file for this, but one of the problems I had which meant I never finished it when it launched was how unnecessarily circuitous the quests were for a computer RPG as opposed to pen and paper.
For example one of the quests involves going to one house to speak to Raymond, then going to the hospital to see Shani, then being told to visit her at her house later, which involves several conversations with her housekeeper before finally being told to go somewhere else. From a plot sense this works and would work very well in P&P where all of these steps would take only a few seconds, but actually trudging around is wearing on my patience.
Did CD Projekt change this for the sequel, bringing characters you need to communicate with closer together and stopping some of the messenger-boy aspect? Or did they stick firmly to old-style P&P quest design?
For example one of the quests involves going to one house to speak to Raymond, then going to the hospital to see Shani, then being told to visit her at her house later, which involves several conversations with her housekeeper before finally being told to go somewhere else. From a plot sense this works and would work very well in P&P where all of these steps would take only a few seconds, but actually trudging around is wearing on my patience.
Did CD Projekt change this for the sequel, bringing characters you need to communicate with closer together and stopping some of the messenger-boy aspect? Or did they stick firmly to old-style P&P quest design?