“It’s for sure less guided but I would say that simulation is too far,” Tomaszkiewicz clarifies. “We’re taking from our previous experience [The Witcher 3], the things we feel that makes the quest cool - how to build the storytelling in a way that you are engaged and you are immersed, but giving you more freedom.”
I would actually like it if the devs leaned more into the simulation aspect, if they are going to lean into more of a sandbox experience. With 155 people onboard to make the game there should be plenty of knowhow and resources to make it happen.
“Our game is more similar in this area to the old Fallout, the first and second [games], where you have a clear goal and everything is optional - you decide. You travel the world, you decide what you want to do. There is no main quest.”
As someone who likes the first two Fallout games over everything else published into the series, I’m fine with this. Also, as a TTRPG sandbox nerd this makes me more interested in the game.
The more effect you have, the more the gauge will fill; and the more the gauge fills, the more actions the antagonist will take against you, such as passing edicts to close shops and sending assassins against you. “We wanted to create a world which reacts to what you are doing,” Tomaszkiewicz says.
Going to express skepticism about how well the system is going to be able respond to player agency, but also hope to see something special. Maybe there will be some kind of AI director to keep things interesting based on what you do in the game. Kind of like how things work in Rimworld? I would be cool with that but skeptical about how things might work outside of a colony builder.
Anyhow, I’ll keep an eye out for what might happen sometime next year.
But while The Blood of Dawnwalker won’t have a main quest in the sense of a main storyline that pulls you through the world like an invisible rope, it will have a very clear and overarching goal: for you, Coen, to save your family before 30 days and 30 nights go by. And every significant thing you do in the game world will have a time cost.
Nooope.
This is something I’ve wanted to see explored a lot for years. Excited to see a big studio trying it.
Is that not basically every MMORPG?
FFXIV and GW2 both have main quests, I don’t know about others.
MMOs have main quests usually
his new role-playing game has no main quest

What he describe really sounds like BOTW but with TTRPG writing, you have a goal, you have faction quest to do, and all these quest affect your path to the goal, and you can probably just walk straight to that goal if know where it is and you’re speedrunner enough.
Okay he did mention FO1 and 2, which is basically that.
But anyway, fresh IP from good rpg dev, can’t say i’m not excited for it.
That’s basically Legend of Zelda Breath of the Wild though.
Sure, “it doesn’t have a main quest” is a splashy way of saying “we’re doing a BOTW-style game structure”. But I’m totally down for a dark and gritty BOTW, that sounds like a fresh take to me.
As long as they have a dark and gritty twunk leading it.
Possibly one that sometimes becomes a wolf or wears lady clothes.
So a “side quest” only game with a final “Boss”? Hmmm … sounds interesting. But I’m not sure if I could warum up to this Fame Concept





