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The Blood of Dawnwalker's Dev On Interactive & Detailed Game's Design

In a "narrative sandbox" approach, side quests complete the interactive story and make it a "cohesive whole."

In a recent interview, the Creative Director of the upcoming RPG The Blood of Dawnwalker Mateusz Tomaszkiewicz discussed details of crafting the game's story format, which is referred to as a "narrative sandbox."

Tomaszkiewicz explained (via PC Gamer) that the essence of the said approach is creating interactivity: "The core of it is maximizing players' agency and freedom of choice, while, at the same time delivering the high-quality narratives that we are known for crafting in the past."

The Creative Director clarified the details of the game's design style, pointing out its differences from the regular "sandbox": "Dawnwalker is not going to be a game where it's a pure sandbox, where you're just focusing on the gameplay. We do want you to experience these moments with the world of the characters and the emotions that these situations can evoke, and so on and so forth. But, at the same time, you are looking for ways of maximizing freedom as you do."

The developer shared that the game creators tried to expand the main quest by incorporating smaller activities and "tying" them into the base narrative: "You know, you might encounter seemingly inconsequential, smaller activities of the world, but we are trying to make them tie into this main narrative." Adding minor sidequests is a "synergetic approach" that makes the game world and narrative a "cohesive whole."

The Blood of Dawnwalker, a debut RPG of Rebel Wolves, is a cinematic dark fantasy narrative set in 14th-century Europe, captured by battles not only for land and power but also against supernatural creatures like vampires. Before, Daniel Sadowski, the game's Design Director, detailed a time-as-resource mechanic, which is a "core element" of the narrative sandbox. 

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