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6/30/2025, 3:20:09 PM
>The RPG genre has come a long way in the decades since Akalabeth was released for the Apple II, especially in the areas of narrative and quest design.
>However, the oft-dreaded fetch quest remains a crutch for many contemporary RPGs. It's easy to understand why: fetch quests are essentially filler content.
>They boost play time without requiring the resource investment necessary for creating a compelling quest, namely quest design, writing, excessive voice acting and so on.
>>The Witcher 3 was one of the first RPGs to buck this trend in 2015, as the game operated under a "no fetch quest" policy in its quest design.
>The goal of this design philosophy was to make each quest memorable and unique.
>Even if Geralt was sent to fetch something in The Witcher 3, there would be some kind of plot twist or moral quandary waiting for him as the quest played out.
>Quest design is one of the most praised aspects of The Witcher 3, and CD Projekt Red has not forgotten this.
>In an interview with GamesRadar+, narrative director Philipp Weber explained the lessons the team has learned from The Witcher 3 and which ones they'll be applying to The Witcher 4.
>"We also know the things that The Witcher 3 was good at," Weber explained.
>"We can't break that. The stuff we want from a Witcher game, that people want from a Witcher game, we can't break that. We have to do that."
>"A lot of the narrative lessons from The Witcher 3, we use them exactly the same way," he continued.
>"A lot of the rules on how to do quests that we wrote down, for, as an example, new team members on The Witcher 4.
>Those are the rules from The Witcher 3. Sometimes we have new things for new features, but the core stuff, it's that same philosophy we wanted."
>As you may have gleaned, this includes the core philosophy of "no fetch quests" that The Witcher 3 is famous for.
archive.is/hVGcz
>However, the oft-dreaded fetch quest remains a crutch for many contemporary RPGs. It's easy to understand why: fetch quests are essentially filler content.
>They boost play time without requiring the resource investment necessary for creating a compelling quest, namely quest design, writing, excessive voice acting and so on.
>>The Witcher 3 was one of the first RPGs to buck this trend in 2015, as the game operated under a "no fetch quest" policy in its quest design.
>The goal of this design philosophy was to make each quest memorable and unique.
>Even if Geralt was sent to fetch something in The Witcher 3, there would be some kind of plot twist or moral quandary waiting for him as the quest played out.
>Quest design is one of the most praised aspects of The Witcher 3, and CD Projekt Red has not forgotten this.
>In an interview with GamesRadar+, narrative director Philipp Weber explained the lessons the team has learned from The Witcher 3 and which ones they'll be applying to The Witcher 4.
>"We also know the things that The Witcher 3 was good at," Weber explained.
>"We can't break that. The stuff we want from a Witcher game, that people want from a Witcher game, we can't break that. We have to do that."
>"A lot of the narrative lessons from The Witcher 3, we use them exactly the same way," he continued.
>"A lot of the rules on how to do quests that we wrote down, for, as an example, new team members on The Witcher 4.
>Those are the rules from The Witcher 3. Sometimes we have new things for new features, but the core stuff, it's that same philosophy we wanted."
>As you may have gleaned, this includes the core philosophy of "no fetch quests" that The Witcher 3 is famous for.
archive.is/hVGcz
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