CD Projekt's co-CEO says The Witcher 2's momentous midgame choice was an 'experiment' and now regards it as a 'waste of resources'
The developer "brought totally something new" for The Witcher 3.
While it has long been overshadowed by The Witcher 3: Wild Hunt's gargantuan success, The Witcher 2: Assassins of Kings remains a great RPG in its own right. In fact, in some ways it was more daring and ambitious than its bigger, beardier brother.
Most notably, none of the decisions you make in the Witcher 3 are as momentous as the game-changing choice at the heart The Witcher 2, where choosing to help one of two characters in a fight led to a second act viewed from completely different perspectives. Roughly 90% of The Witcher 2's second-act strands are unique, each with its own locations, key characters, and quests.
I've always wondered if CD Projekt will commit so wholly to an in-game decision again. But according to CD Projekt's co-CEO Adam Badowski, such an eventuality is unlikely.
Speaking to PC Gamer, Badowski discussed the changes CD Projekt made between The Witcher 2 and 3, noting that the biggest of these was structural. "In The Witcher 2, we had a very difficult structure of the game, because there are two paths. You can go one path and you won't see the other path," he says. "From the production perspective it's a waste of resources. From [the] player's perspective, it might be cool, but definitely it was [an] experiment.
Such a structure was far less feasible in The Witcher 3, the size of which made such radically different experiences prohibitive. "In Wild Hunt I knew that it doesn't work great, this kind of combination [and] construction of the game," Badowski says. "So we brought totally something new, something that supported the open world concept."
Moreover, CD Projekt's focus on The Witcher 3 was less on choices, and more on maintaining the quality of its storytelling in a much larger world. "The biggest thing was how we can deliver such a big game in the open world, keeping [the] great story of Geralt, and there were many doubts back then."
On this, Badowski notes that at the time of the Witcher 3's release players' main point of comparison for open world fantasy RPGs was Skyrim. And since Bethesda's RPGs aren't known for their narrative sophistication, there was some doubt that it was even possible to combine the two. "It was just after the success of Skyrim, so people, they were super oriented on that game, and they were comparing our concept with Skyrim and sometimes saying that it's not gonna fly. So it was [a big] moment for the company."
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
The Witcher 4: What we know about Ciri's story
Witcher 3 mods: Good hunting
The Witcher books: Where to start
Witcher 3 console commands: Cheat death
The Witcher season 4: Hemsworth's debut
Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad's home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website bit-tech.net. But he's always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he'll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.
- Joshua WolensNews Writer
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.


