LegaNerd : Now it's time to think about the future and I know you can't say much, but what creative direction have you taken?
Kalemba : We want to continue in the same direction we had taken, but we don't want to play the same game, I would say that this is a given. We have some elements of the lore that need to be confirmed, on the other hand the universe is always the same and we cannot go beyond certain limits. We must therefore follow a very specific direction by innovating. At the same time it is clear that we have to try to please a new audience. The next chapter will arrive in a few years and after many years from the last The Witcher, so we cannot expect to target only the audience who was already fond of the saga. We also need to create a new community and on this I think I can say that it will be an excellent entry point for many players, without forgetting those who are fond of the saga and will want to continue experiencing Geralt's exploits.
LegaNerd : At this point it's natural to ask you what expectations you have for the future of the franchise, what hopes do you have for what's to come?
Kalemba : Our priority is to try to do something that always goes beyond the limits, we want to go further. We want to try to do something new compared to what we already see in RPGs, especially because we operate in that genre and we address fans of that genre. I can't say much, as you can imagine, but the idea is to build something that goes beyond the previous The Witcher and that manages to tell something more intense, with also more intense gameplay.
LegaNerd : And what about balance? On the other hand, we expect a lot of gameplay freedom, but it's clear that you're telling us that there will be a lot of storytelling behind the new trilogy.
Kalemba : Obviously yes, history will have its weight. But our trademark is the freedom to give to the player, always with limits. I'll give you an example: in Cyberpunk 2077 you can choose the background of your character, whether to be a man or a woman, but you are still always V. There is always something that has already been written previously and that we need to create that path that the player will then have to undertake. This pre-definition puts you in front of very specific situations, because all our characters and our video games have stories and align very adequately with what we decide at the beginning. But the player must also be able to have freedom, feel like he is free, starting from the construction of the character: our pressure point is immersion, it is about the possibility of choosing your own path. Also the build, obviously, because being an RPG the player must be able to build his character as he sees fit. The Witcher will follow this structure: a lot of freedom, but there is a specific path to follow from a narrative point of view.