Video games like The Witcher 3 are enormous, complicated pieces of machinery with thousands upon thousands of moving parts. Make one mistake and you can break everythingâor, as one developer discovered, you can accidentally unlock every door in the game.
In October, I visited CD Projekt Redâs offices in Warsaw, Poland, for my book on the stories behind how games are made (which has a chapter on The Witcher 3). While interviewing the developers there, I heard a few great anecdotes that didnât make it into the book. Hereâs one of them.
Think of this as free DLC.
One day, during the development of The Witcher 3âs second expansion, Blood and Wine, the designers at CD Projekt Red realized that something was horribly wrong: They could walk into any house in the gameâeven the ones that were meant to be part of the scenery. âWe couldnât figure out for a long time why it was happening,â said Miles Tost, a level designer on The Witcher 3. âIt was terrible, because some buildings wouldnât have any terrain underneath them and when you walked in, youâd basically just fall into nothingness. For optimization purposes you donât put content into every single house, only the ones you can actually access.â
Tost and the rest of the design team scoured the gameâs world, trying to figure out how this had happened. Doors in The Witcher 3 werenât automatically attached to buildingsâinstead, the designers had to place each one manuallyâso going through them all was a tedious process. Some doors were meant to be always open, while others were meant to be locked with specific keys that you could find in the world. Others, of course, were never supposed to open at all.
Eventually, the developers of The Witcher 3 identified the problem. During a quest in Blood and Wine involving the siege of a castle called Dun Tynne, CD Projekt Redâs quest design team had decided that they didnât want the player to be able to enter any of the buildings. This was meant to be a linear, streamlined missionâGeralt shouldnât be getting distracted. The Witcher 3 was supposed to lock all of the doors for the duration of the quest, and then, once the quest was over, unlock those doors once again.
Problem was, as Miles Tost recalled, the game had no way of knowing which doors had been open before the quest and which ones had been locked. So it would just open everything. âThis would result in all the doors in the game being unlocked,â Tost said. âAnd I remember the solution for this was quite bitterâthe quest designer had to actually go through every single door in the game and add this tag. âThis is a door that was closed before, and it should be closed again after.ââ
Itâs just one example of how a small mistake can be catastrophic for a gameâs development, and one of many, many reasons that making games can be such a long, brutal process. âThese things happen, and theyâre tiny changes that you donât anticipate, and they result in these huge huge problems,â said Tost. âYou donât really think about how something so small can actually fuck up everything.â
https://lastchance.cc/designing-a-video-game-as-illustrated-by-doors-1774319142%3C/a%3E%3C/p%3E