The Blood of Dawnwalker’s Director Has a ‘Personal Vendetta Against Filler Content’, So This Is How They Made the RPG’s Open World Feel Meaningful

“A good open world has a meaning,” Konrad Tomaszkiewicz tells me. And he’d know a thing or two about that – he directed The Witcher 3, after all. And so for The Blood of Dawnwalker, his upcoming open world RPG at new studio Rebel Wolves, it was clear that he and his team had to build upon the foundations of his previous project. “That was our starting point, that it needed to have meaning.” “When I'm exploring it, can I learn more about the lore, more about the story of this region, about the people who are living there?” he asks, all things that make The Witcher 3’s world rich and immersive. “When I'm playing open world games where I just have activities which give me XP and items, I don't get this enjoyment and fun from it.” Konrad’s brother, Dawnwalker’s creative director Mateusz Tomaszkiewicz, has similar feelings. “I have this personal vendetta against filler content,” he says. “I really dislike it. I know it's very difficult to avoid in open worlds, but I personally really like handcrafted custom and unique content pieces. A little twist or at least some kind of new information that it brings to the table.” From a game design perspective, then, The Blood of Dawnwalker’s open
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