Another interview
Witcher 3 dev on next-gen, avoiding an "average, crappy game"
"Basically, we've built an engine team. On Witcher 2, it was just one team. A few engine programmers were on there as well, but now we've split the team up. Now we've got a big core engine team. There's like 15 programmers working just on the engine to create a cross-platform solution for the game. These guys have lots of console experience," said Mamais.
"It's also expertise that we've had to add to our locations team: how to make assets. We don't want to make a game that looks procedurally-generated. We don't want a game that looks the same everywhere. So we've had to create a bigger locations team. Bigger team, but we've also had to beef up our toolset, so it's easier and faster for those guys to work."
"When we started out, we had this massive backlog of features that we wanted to create, but you have to do an ROI analysis of your features," he replied. "And that's what we did. We're constantly going through the process to figure out which features are the most important, but take less time potentially. Those are the things we do first. Things that are really cool, but maybe they don't add as much value to the game? We have to cut them out. We have to make choices."
"I don't want to give you any specific details... there's still some stuff that we really want to do," Mamais added. "There's one awesome feature that we want to do, but we're starting to realize how much work it's going to take. The thing is, if you don't focus on a few features and you try to do too much, then you're going to end up with an average, crappy game. We've got to pick what's important to the game and do it right."
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