The upcoming remake of The Witcher, originally released in 2007, is set to undergo a significant transformation from its linear predecessor into a fully open-world RPG. However, Artur Ganszyniec, a designer on the first two Witcher titles, has highlighted the considerable design challenges this fundamental shift entails.

Ganszyniec explained to Polish outlet Chip that moving to an open-world structure necessitates filling a much larger space with content and ensuring that new elements seamlessly integrate with the existing game design. He noted that the original Witcher's design relied on a predictable player path, allowing for carefully orchestrated events and NPC interactions.

"In The Witcher 1, many things worked because we knew exactly where the player would be at any given moment," Ganszyniec stated. "We could trigger a trigger, launch a scene, or insert Alvin between the fields and the village. In an open world, this would have to be handled completely differently."

The challenge with open-world design, as illustrated by the common "square hole" problem in game development, is accommodating player freedom. Unlike linear games where progression is guided, open-world titles must account for players approaching objectives or areas in unintended sequences, which can break the game if not properly managed.

This complexity may contribute to the extended development period for the remake, which was first announced in 2022. Ganszyniec, whose recent work includes narrative consultation on The Thaumaturge by Fool's Theory—the studio developing the Witcher remake—suggested that the undertaking is substantial.

Reflecting on the original game's design, Ganszyniec posed a rhetorical question about late-game moments near Vizima: "When everything falls into place on the map around Lake Vizima in the fifth act, one might ask a simple question: if this were an open world, would I have a boat?" He elaborated, "What's stopping me from getting on a boat on the outskirts of Vizima and sailing straight to the old manor? As a player, I might be happy about that, but as a designer, I'm starting to get gray."