The Witcher 3's story director says an ideal quest is 'constructed in such a way that the player puts the controller away, stands up, and starts walking'
The Witcher 3’s story director defines an ideal quest as one that prompts players to pause, reflect, and step away from the controller before deciding.
Marcin Blacha, story director for *The Witcher 3*, told *PC Gamer* that meaningful quests should force players to pause and think rather than rely on quick, obvious choices. He emphasized that the best decisions in the game are not straightforward, requiring players to step back and consider the implications before proceeding. Blacha described this as a deliberate design choice to immerse players in the narrative and the dilemmas faced by characters.
Blacha explained that the most impactful choices in *The Witcher 3* are constructed to make players set down the controller and reflect. He noted that these moments often leave players physically or mentally unsettled, reinforcing the game’s focus on deep, thought-provoking storytelling. The goal, he said, is to make players feel connected to the characters’ struggles and the broader themes of the game.
Discussing the upcoming *Songs of the Past* DLC, Blacha confirmed it will include difficult choices designed to make players uncomfortable. He promised that players would sometimes regret their decisions and need to reload to explore alternative outcomes. The DLC aims to continue the tradition of weighty, consequential storytelling that *The Witcher 3* is known for.
Blacha also highlighted that the game’s choices are meant to provoke reflection on life, human nature, or the world’s complexities. He stressed that the narrative should not only entertain but also challenge players to think critically about the themes presented, ensuring a lasting impact beyond the gaming session.