TDGN The Daily Game News

"For a few weeks, women were just dropping their babies": The Witcher 3 lead on designing NPCs that react appropriately

Rock Paper Shotgun
GamesRadar+
2outlets covering
6hspread over
+6hmedian lag
0.3outlets/hr now
TDGN Brief

CD Projekt Red quest designer Philipp Weber has revealed that designing The Witcher 3's NPCs to react believably to the world around them led to a bug where women would drop their babies for several weeks. The anecdote highlights the challenge of creating a living, breathing game world where characters behave consistently.

In a recent interview, Weber explained that the team's commitment to making NPCs feel like real people with appropriate reactions to events in the game world created unexpected difficulties. The quest designer noted that the design philosophy of rewarding player curiosity—where every village and character might have a story—"really came to haunt us" when implementing systems that made NPCs react to their surroundings.

One notable bug occurred when the team was working on making women in villages react to danger by picking up their children. For a period of several weeks, a glitch caused the animation to malfunction, resulting in women "just dropping their babies" instead of holding them. The issue was eventually resolved, but it illustrates the complexity of ensuring NPCs behave consistently across thousands of possible player interactions.

Weber's comments come as part of a broader discussion about the evolution of NPC design in open-world RPGs. The Witcher 3 was praised at launch for its detailed world and characters, but achieving that level of realism required extensive systems to govern NPC behaviour. The game's villages were designed so that each character had a daily routine and would react to events like monster attacks or the player's actions, making the world feel alive.

The anecdote also underscores the technical challenges of modern game development, where even small animation bugs can break immersion. Weber noted that the team's focus on player-driven exploration meant that NPCs had to be ready for almost any situation, which occasionally led to unintended consequences.

Both GamesRadar+ and Rock Paper Shotgun covered the story, with GamesRadar+ publishing first and Rock Paper Shotgun following several hours later. The coverage is largely consistent, though Rock Paper Shotgun's headline directly quotes the baby-dropping bug, while GamesRadar+ focuses on the broader design philosophy.

  • CD Projekt Red's Philipp Weber described a bug where women NPCs dropped babies instead of holding them for several weeks.
  • The bug stemmed from efforts to make NPCs react believably to danger in The Witcher 3's villages.
  • Weber said the design philosophy of rewarding player curiosity made NPC behaviour systems particularly challenging.
  • Both GamesRadar+ and Rock Paper Shotgun reported the story, with GamesRadar+ publishing first.

This synthesis was derived and curated on the fly by TDGN’s newsroom from 2 outlets’ breaking reports, and updates automatically as coverage develops. It may contain errors — the outlets’ original reporting is linked below.

Who reported it, and when

  1. first GamesRadar+ The Witcher 3 lead says designing for player curiosity "really came to haunt us" when making sure it felt like "people truly exist" in the RPG's villages
  2. +6h Rock Paper Shotgun "For a few weeks, women were just dropping their babies": The Witcher 3 lead on designing NPCs that react appropriately

This page records how the games press covered one story. The reporting belongs to the outlets listed; every headline links to the original. Counts update as more outlets publish. The article itself follows below.

Hot2 outlets·0.3/hr nowtop 8%first: GamesRadar+

"For a few weeks, women were just dropping their babies": The Witcher 3 lead on designing NPCs that react appropriately

Gone are the days where a developer could give an NPC maybe two lines of dialogue and call it a day. The steady shift to realism essentially enforces the idea that characters must behave realistically, which is why whenever some kind of glitch or bug makes an NPC move about in an impossible manner it does numbers on Your Favourite Social Media App. And according to CD Projekt Red quest designer Philipp Weber, getting The Witcher 3's NPCs to react appropriately was a tad tricky.

Read more

Settings