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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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TDGN Brief

A former designer on The Witcher 3 has revealed the lengths CD Projekt Red went to in order to convince players that its NPCs were truly alive, admitting that early attempts at simulation sometimes resulted in mothers dropping their babies. Speaking to PC Gamer, Philipp Weber said that convincing players the game's villages were not "just fakery" was a persistent challenge.

Weber told PC Gamer that players would scrutinise even small settlements, wanting to see if the inhabitants had genuine routines. "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," he said. "Lots of people nowadays are interested in those kinds of details, and it really came to haunt us." He noted that while building such a village now would take just two hours, the underlying simulation was initially shallow.

One memorable bug saw NPCs programmed to drop whatever they were holding and flee when the player drew a weapon. "For a few weeks, women were just dropping their babies, left and right," Weber recalled. To improve believability, the team gave NPCs unpredictable cycles of appropriate activities rather than fixed paths, allowing them to pathfind to "spots of interest" on their own.

The challenge of simulating believable worlds echoes across the industry. IGN recently reported on Disney's live-action Tangled remake, a project that will rely on convincing digital environments. Meanwhile, DualShockers noted in its Madden NFL 27 review that even sports games struggle with NPC behaviour. GamesRadar+ explored how unintended emergent behaviours, like wallbouncing in Gears of War, can define a game's legacy. Nintendo Life questioned whether players still engage with Drag x Drive's physics-based world a year on, showing that the battle for player belief never truly ends.

  • Philipp Weber told [[PC Gamer]] that players would test whether NPCs in The Witcher 3 were genuinely simulated or just "fakery."
  • An early bug caused mothers to drop their babies when the player drew a weapon, as all NPCs were programmed to flee.
  • The team later gave NPCs unpredictable activity cycles and autonomous pathfinding to improve immersion.

This synthesis was derived and curated on the fly by TDGN’s newsroom from 1 outlets’ breaking reports, and updates automatically as coverage develops. It may contain errors — the outlets’ original reporting is linked below.

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  1. first PC Gamer 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'

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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