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The Witcher 3 developer explains the game's non-linearity

Samit Sarkar (he/him) is Polygon’s deputy managing editor. He has more than 15 years of experience covering video games, movies, television, and technology.

The Witcher 3: Wild Hunt's narrative and location design is conducive to non-linear player exploration, said developer CD Projekt Red in an interview with PC Gamer.

In providing new details on some of the regions within The Witcher 3, writer Jakub Szamalek explained that the order in which those areas are visited, and in which the story is experienced, is up to the player.

"If you become tired, or bored, you can always go to a different place," said Szamalek. "What's exciting about the Witcher 3 main storyline is that it's not linear structure branching, it's actually a collection of elements which you have to find, combine and then get a full picture in your head."

The order in which players proceed through The Witcher 3 affects not just what they see and when they see it, but how they see it. A second playthrough done in a different manner will offer "a slightly different angle on things," said Szamalek.

The Witcher 3: Wild Hunt will be released in 2014 on Windows PC, PlayStation 4 and Xbox One. Check out our E3 preview for more details.

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