He declared a ”console is a console,” with the largest difference being ”that it’s not a PC.” All the experience they have now with Xbox 360, will ”help us in creating the games for other consoles.”
He basically notes that console development is a ‘universal process’ to a degree, and everything they’ve picked up from The Witcher 2: Assassins of Kings will steer them right.
”I guess once you get some experience with consoles, with Xbox 360, then we are hoping that this experience in the future will help us in developing games for a next gen,” said artist Mark Ziemak.
”If next gen is around the corner pretty soon, then we are hoping the experience that we got at this moment will actually help us in creating the games for other consoles. I don’t think they’ll be so much different. I hope they won’t be so much different that we have to totally change our controls and stuff like that.”
The RPG studio wants ”totally parallel” development across future releases on multiple platforms.
The ”majority of work” with Xbox 360’s The Witcher 2 was ”done by the programmers who had to create a new kind of streaming to feed the console. The art assets are one thing, but we also had to figure out a way of streaming all the quests in too,” noted CD Projekt’s Jakub Stylinski. ”We had to cut each of the main quests into many smaller parts and that means - because you have more quest parts on Xbox - there are more gameplay sections to debug and polish.”
The Witcher 2: Assassins of Kings releases on Xbox 360 April 17th. All the advancements made in the console version are coming to the original PC release free of charge, which includes all-new cinematics throughout.