The Witcher 3 story director explains what makes a truly great quest

What makes a great quest in an RPG? According to The Witcher 3 story director Marcin Blacha, the best ones should do more than simply offer players difficult decisions. They should make players stop playing long enough to seriously consider the choice in front of them.
Speaking with PC Gamer, Blacha explained that an important choice should never have an obvious answer. Players should not be able to simply select one option without considering the consequences. The decision should also carry enough weight to make them think about the characters, their problems and the broader issues involved.
I always repeat that when you have a really big choice in The Witcher 3, it must be constructed in such a way that the player puts the controller away, stands up, and starts walking, thinking about the choice, - Marcin Blacha.
Only after that pause, he added, should the player return and make a decision.
That philosophy helped define The Witcher 3, whose quests often avoid easy moral divisions. Decisions can have delayed consequences, leave players uncertain whether they chose well, or force them to weigh competing interests rather than identify a clear hero and villain. For Blacha, this is ultimately about immersing players in the story. A good choice should make them think not only about what will happen to the characters, but also about people, the way the world works and how difficult life can sometimes be.
CD Projekt is not moving away from that approach for Songs of the Past, the upcoming Witcher 3 expansion. Blacha said the expansion will not shy away from difficult choices or situations that make players uncomfortable. Some decisions may even lead to regret and encourage players to reload a save to try a different outcome.










