CD Projekt Red's pursuit of realism in The Witcher 3: Wild Hunt led to peculiar development challenges, most notably NPCs inadvertently dropping babies when startled. The studio aimed for authentic reactions from non-player characters to make the world feel more alive and reactive to Geralt's presence.
Quest designer Philipp Weber explained to Edge magazine that the development team focused on creating believable interactions, particularly in smaller, more isolated villages where players might scrutinize NPC behavior. The intention was for NPCs to move between daily tasks, such as chopping wood or eating, rather than remaining static. However, they also wanted these characters to react believably if Geralt interrupted their routines, such as by brandishing a weapon indoors.
"Our NPCs were supposed to have fear reactions," Weber stated. "They would drop what they’re currently working on, that thing would fall to the ground, and they’d run away, afraid." This system, while intended to enhance immersion, created a notable issue when applied to characters performing specific actions. For a period during development, mothers in the game would drop their babies when Geralt startled them, as cradling an infant was one of the "works" an NPC could be performing.
While fear reactions are now a more common feature in open-world games to foster a sense of reactivity, implementing such systems in the early 2010s presented greater hurdles. Despite the unintentional humor, the developers ultimately resolved the issue. The notes recall a separate instance of a "baby oven" that was retained in the game, suggesting that some peculiar elements did make it into the final product.