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'

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(Image credit: CD Projekt Red)

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.

The Witcher 2: Assassins of Kings - Launch Trailer (PC, PS3, Xbox 360) - YouTube The Witcher 2: Assassins of Kings - Launch Trailer (PC, PS3, Xbox 360) - YouTube
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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."

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Contributor

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.

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