Konrad Tomaszkiewicz, director of The Witcher 3, is aiming to imbue his new open-world RPG, The Blood of Dawnwalker, with a sense of purpose. Speaking with IGN, Tomaszkiewicz emphasized that a meaningful open world should allow players to learn more about the lore, story, and inhabitants of a region, differentiating it from games that merely offer activities for experience points and items.
Mateusz Tomaszkiewicz, Dawnwalker's creative director, echoed this sentiment, expressing a strong dislike for filler content. He stated a preference for handcrafted, unique content that offers new twists or information. The design philosophy behind The Blood of Dawnwalker positions its open world as a stage for a grand adventure, drawing inspiration from tabletop RPGs rather than serving as a checklist of repeatable tasks. The developers intend for every quest to connect to the game's central narrative, or to systems like anger and infamy that govern the Vampire Court ruling the valley, ensuring player activities contribute to the world's overall meaning.
The game's world, Vale Sangora, draws thematic inspiration from Eastern European history and folklore. Narrative director Jakub Szamalek noted that this region has historically been a place of migration and conflict, contributing to a distinct, dark atmosphere. The narrative focuses on Coen, a young man who becomes a vampire and is forced to explore the valley after his family is abducted by the vampire lord Brencis. This personal journey compels him to venture into areas he would not otherwise see.
The Gothic aesthetic is central to Dawnwalker's atmosphere, influencing not only the visual design but also gameplay mechanics. Szamalek cited the contrast between a medieval peasant's life and the imposing Gothic cathedrals found in the game's capital city as an example of the intended vibe. The game's core theme of duality, between Coen's human and vampire states, will affect how players interact with the world. Konrad Tomaszkiewicz explained that day and night offer different exploration and questing opportunities, with nighttime allowing for unique travel options and access to hidden content.
Developing the open world presents challenges, particularly in balancing player freedom with a sense of progression and challenge. Mateusz Tomaszkiewicz stated that the game will not feature full auto-balancing of enemy levels, as this can diminish the perceived value of leveling up and acquiring new gear. While enemies will not automatically scale to player level, certain regions may present increased difficulty, encouraging players to explore strategically and gather experience or items to overcome obstacles. The developers aim to provide players with options in how they approach the game, rather than enforcing a single correct path.
Rebel Wolves is also focusing on imbuing each region and location with a sense of culture. Szamalek, who holds a PhD in archaeology, aims to translate the fascination of studying ancient art into the game. Sentient monster races will have unique art styles reflecting their culture, and engaging with this art can provide insights and facilitate communication. The developers are creating unique artworks, such as frescoes inspired by Italian traditions, to depict Vale Sangora's ancient past and reveal hidden truths or guide players to special items. Szamalek stressed the importance of avoiding reused assets to maintain immersion and ensure that artworks provide context specific to their location.
While details of the open world are still emerging, initial impressions suggest a blend of familiar open-world mechanics with more distinctive activities. The game is set to feature elements like swamp-dwelling mini-bosses and environmental storytelling guided by wisps. Despite being a smaller studio, Rebel Wolves is striving to create an engaging and invested experience in the world of Vale Sangora.