The Witcher 4 narrative lead says CD Projekt Red "can't break" the stuff that people want from a Witcher game: "We have to do that"
"A lot of the narrative lessons from The Witcher 3, we use them exactly the same way."
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
The Witcher 4 narrative director Philipp Weber has said the upcoming sequel is carrying over lessons learned from CD Projekt Red's past games, and the developer "can't break" the things that already work.
Speaking to GamesRadar+, Weber said the team is using "most of the good lessons we learned on The Witcher 3" while making The Witcher 4. Of course, developers want to do "new things, cool things, ambitious things, innovative things" - but they're also hyper aware of what made The Witcher 3 pop in the first place.
"But also we know the things that The Witcher 3 was good at, that we wanted to do on The Witcher 3, and we have to really push that," he added. "We can't break that. The stuff that we want from a Witcher game, that people want from a Witcher game, we can't break that. We have to do that."
"A lot of the narrative lessons from The Witcher 3, we use them exactly the same way. A lot of the rules on how to do quests that we wrote down, for, as an example, new team members on The Witcher 4. Those are the rules from The Witcher 3. Sometimes we have new things for new features, but the core stuff, it's that same philosophy we wanted."
Weber recently reiterated that point elsewhere, too, explaining that the studio has a strict 'no fetch quests' philosophy that isn't about to change with The Witcher 4. And he's even holding on to sage advice that he got in his earliest days at the famed RPG studio.
Weekly digests, tales from the communities you love, and more
Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.


