I Asked Dawnwalker's Quest Designer Why the Clock Exists | FULL INTERVIEW
Last Free Nation Gaming
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I Asked Dawnwalker's Quest Designer Why the Clock Exists | FULL INTERVIEW
10 802 просмотра · 2 дня назад
Last Free Nation Gaming
2,52 тыс. подписчиков
10 802 просмотра · 2 дня назад
Patryk Fijałkowski, Senior Quest Designer at Rebel Wolves, on The Blood of Dawnwalker's 30-day time system: why the clock exists, why it isn't real time, and the version they built first and threw away.
Recorded at the studio in Poland before launch, so none of this is a reaction to reviews. We also get into why the game doesn't separate main quests from side quests, how you can kill almost anyone in the world and still finish the story, and what happened when the day/night cycle broke one of the game's biggest quests.
Full interview, uncut.
This expedition is sponsored by Into the AM. Grab the Dark Dominion shirt featuring Corvin Castle at intotheam.com with code LFN10 for 10% off: https://www.intotheam.com/lfndarkdomi...
0:00 "I hate time limits, too"
0:32 What this interview is
1:14 Meet Patryk Fijałkowski
1:38 The urgency problem with modern RPGs
4:28 Designing quests when the player can break everything
7:34 Why the map is deliberately small
11:10 The Cathedral quest
14:09 Time as a resource, not a countdown
15:47 Skyrim, Gwent, and losing the plot
16:24 Keeping players on track without handholding
19:26 Why there's no "main quest"
20:16 When the time system broke the Cathedral
23:21 The Deacon fix
23:56 Into the AM
24:36 The real-time version they scrapped
27:09 Making sure you always know the clock moved
28:45 Paper design, and why paper lies
33:14 What Dawnwalker will be remembered for
36:07 How much can you see in one playthrough?
37:20 The stories players will tell
The Blood of Dawnwalker is out now on PS5, Xbox Series X|S and PC.
Developed by Rebel Wolves, published by Bandai Namco.
Interview by Christopher "MonteCristo" Mykles.
Shot on location in Warsaw, Poland.