Design Director of The Blood of Dawnwaker Discusses Unique Time Mechanics in Upcoming RPG
An insight into the innovative ’time as a resource’ mechanic in The Blood of Dawnwaker as explained by its design team.
When PC Gamer interviewed the development team of The Blood of Dawnwaker, we had the opportunity to speak with Daniel Sadowski, the design director, about the aRPG’s unique ’time as a resource’ mechanic and how it shapes the game’s narrative structure.
“The time system is a core element of our narrative sandbox,” Sadowski explained. “It moves only when you actively engage in content like quests, as we don’t want to rush or stress players out. Instead, our goal is to integrate time into the narrative experience and embody the notion that both action and inaction can have repercussions.”
Sadowski emphasized that the time mechanics will require players to make thoughtful decisions about activities they’re pursuing, aiming to enhance the immersive storytelling of their character’s journey.
Moreover, Konrad Tomaszkiewicz, the game director, added:
“Imagine playing The Witcher 3 and realizing Ciri needs your help, yet you choose to play Gwent instead. If players were aware their choices could lead to significant consequences, they’d perhaps feel a deeper sense of immersion and invest more emotional energy into their decisions.”
Interestingly, this time-based resource mechanic will enrich the players’ experience by creating a day-and-night cycle, altering gameplay based on their choices and interactions within the game world. This approach promises to minimize anxiety tied to time constraints, allowing players to savor exploration without feeling rushed.
As excitement builds for this new title, the developers of The Blood of Dawnwaker seem committed to transforming the traditional RPG format into something fresh and engaging.