'We want an experience that is close to a pen-and-paper RPG' — The Blood of Dawnwalker director says the game's big choices will offer more player freedom and 'boost immersion' | Tech Radar
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'We want an experience that is close to a pen-and-paper RPG' — The Blood of Dawnwalker director says the game's big choices will offer more player freedom and 'boost immersion'
"This is my holy grail: to create a video game with this kind of immersion"
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The Blood of Dawnwalker director, Konrad Tomaszkiewicz, wants the game to feel like a "pen-and-paper RPG"
He says the game's big choices and consequences will deepen players' immersion
He adds, "My biggest goal is to create a game that you will still remember in the next 10 or 20 years"
The Blood of Dawnwalker game director, Konrad Tomaszkiewicz, thinks the game's big choices and consequences will offer players a more immersive experience that he hopes will be remembered for years to come.
In an interview with Tech Radar Gaming at an event where we went hands-on with the upcoming dark fantasy role-playing game (RPG), Tomaszkiewicz discussed its narrative choices and explained why he believes player freedom within the sandbox world Rebel Wolves has created will provide a deeper, immersive experience.
"We believe that as much freedom and different choices will add to the game and different playthroughs, so that we deliver for the players," he said. "It will be better because it will boost immersion, and it will show people that our goal is creating a narrative sandbox. We want an experience that is close to a pen-and-paper RPG, where the game master adjusts for what you are doing. That was our goal to show it from the very beginning in the prologue."
Tomaszkiewicz recalls playing Warhammer as a game master when he was 12-years-old and how, after hours of play, he couldn't remember the details of the room around him because the experience was so "intense." This is the feeling the director wants to mimic with The Blood of the Dawnwalker and believes the RPG's freedom can achieve.
"This is my holy grail: to create a video game with this kind of immersion," he said. "One that allows you to forget where you are sitting, gives you the feeling that you just lived through an adventure in a different world, with different skills, different people, and with real emotions.
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The Blood of Dawnwalker director says the game's time limit system won't 'punish' players — 'You’ll be able to complete a majority of the game before the time runs out'
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"First of all, it's to give you freedom, because I believe that the freedom in the game is one of the big parts of the immersion. If we give you the freedom in your choices in the story, in your choices in the combat, because you can shape the combat as you want, and in different places, the immersion will be bigger and you will remember the game for a long time.
"My biggest goal is to create a game that you will still remember in the next 10 or 20 years."
The Blood of Dawnwalker arrives on September 3 for PS5, Xbox Series X and Xbox Series S, and PC.
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Demi is a freelance games journalist who helps cover gaming news at Tech Radar. She's been a games writer for five years and has written for outlets such as Game Spot, NME, and Games Radar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about Star Wars on X.
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