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  • Witcher 3 designer says it wasn’t easy to convince players its NPC simulation wasn’t ‘just fakery’: ‘People nowadays are interested in those kinds of details, and it really came to haunt us’
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Witcher 3 designer says it wasn’t easy to convince players its NPC simulation wasn’t ‘just fakery’: ‘People nowadays are interested in those kinds of details, and it really came to haunt us’

"Today, if you said 'give me a Witcher 3 village that has eight houses', I could give you that in two hours."
ThePawn.com August 15, 2026 3 minutes read
Witcher 3 designer says it wasn’t easy to convince players its NPC simulation wasn’t ‘just fakery’: ‘People nowadays are interested in those kinds of details, and it really came to haunt us’

It might seem silly to ask in our post-Red Dead horse testicles world, but how much exacting detail is too much? How much is not enough? Gamedev can go on forever if you don’t prioritize the things that players actually notice, but if you’re making an immersive fantasy RPG, it’s critical that the intended illusions—bustling towns, lively taverns, festering dungeons, and so on—not shatter.

This tightrope walk is something CDPR has gotten better at over the years, but it loomed over The Witcher 3’s development, as CD Projekt Red’s Philipp Weber told Edge Magazine (via Gamesradar). The reason why is simple: wherever possible, gamers love to try and peek behind the curtain.

“If a village only has eight houses, people will want to see if the people truly exist in the world or if it’s just fakery,” Weber told Edge. “Lots of people nowadays are interested in those kinds of details, and it really came to haunt us.”

“Today, if you said ‘give me a Witcher 3 village that has eight houses’, I could give you that in two hours,” he said. But there was a time that “when it came to actually reacting to the player, there wasn’t that much detail.”

An example case named in the article is that when the player starts using combat moves in the middle of town, NPCs were programmed to drop whatever they were holding and scram. This mostly worked, except for the fact that mothers swaddling their babies would do the same: “For a few weeks, women were just dropping their babies, left and right.”

A big component of believability is just giving the NPCs apropos things to do, and cycling between those unpredictably. “We don’t give them specific paths,” Weber said. “We give them spots of interest that are available and then they’re the ones doing the pathfinding … for the 50 sailors at Novigrad harbour, for example, we made 200 possible spots, so even if all 50 were active at the same time, they would have options.”

It seems like the human touch goes a long way here. Cyberpunk 2077’s stylish and detailed NPCs are a great case study showing the value of a hand-crafted moment here and there. And while systems-driven simulation is a big part of why these digital nobodies are believable in the first place, CD Projekt has said in the past that the quality gap between manually programmed NPCs and their controversial AI counterparts is “like a canyon.”

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