

like most engines, UE5 is whatever you hack it into being. I hate developing with Unreal but I do have to admit it’s solid in a lot of ways. and has pretty mature content/LOD streaming, one of the biggest issues I saw with Cyberpunk at launch.
she/they/it // tech artist, gender sicko, hyperfunctioning hypermobile hypermybodyhurts
like most engines, UE5 is whatever you hack it into being. I hate developing with Unreal but I do have to admit it’s solid in a lot of ways. and has pretty mature content/LOD streaming, one of the biggest issues I saw with Cyberpunk at launch.
I haven’t played the witcher specifically, but I do think it’s worth pointing out that this is the usual experience for women playing mainstream male-led titles with romance arcs. women have been playing and enjoying the witcher for a long while, including its sexual elements. if it’s possible for us it could be possible for you too! I know if I’m replaying Mass Effect I’m actually probably more likely to play as male Shepard (because I can’t be gay with Tali 😫)
ultimately one of the coolest things a game can do imo is encourage you to step into the shoes of character unlike yourself in a situation you’ve never encountered and ask you to make decisions as them. If you’re uncomfortable roleplaying romantic enounters as a woman, there might be some value in trying anyway! you may find the experience to be more similar than you’d expect. I recognize it’s probably more complicated if you have more paternal feelings toward her, but telling her story from her viewpoint does mean including elements that conflict with how she’s seen by Geralt - it’s her story now and it’d be a disservice to only include what’s comfortable from Geralt’s POV.
In any case, sexual content may be in the game and referenced here and there, but if it doesn’t interest you I expect you’ll be able to not see it. correct me if I’m wrong but my understanding is that you could play Geralt as aromantic and asexual if you wanted, yea? I imagine the same would be true here too.
Especially considering a lot of the creative talent behind Valve’s acclaimed single player catalog are no longer at the company. Valve is a different company now and so their games will be different too.
While this is true to an extent, from experience this line of thinking has its limits and is very easy to misapply. On the one hand, yes you can tell people their ideas do not gel with the vision of the project, and sometimes that’s the right call. And sometimes doing this a lot is best for the project.
On the other hand, even if a majority of the work is coming from one person, not only does your community learn your project, they also spend time contributing to it, fixing bugs, and helping other people. I feel it’s only to a project’s benefit to honor them and take difficult suggestions seriously, and get to the root of why those suggestions are coming up. Otherwise you risk pissing off your contributors, who I feel have the right to be annoyed at you and maybe post evangelion themed vent blog posts if you consistently shut down contributors’ needs and fail to adapt to what your users actually want out of your software. And forking, while freeing and playing to the idea of freedom of choice, also splits your userbase and contributors and makes both parties worse off. It really depends on the project, but it pays to maintain buy-in and trust from people who care enough to meaningfully contribute to your project.
I’ve attempted to do public-facing technical support for a game and dear Christ you’re spot on. I love people for wanting to engage with something I’ve spent a substantial part of my life putting together and trying to make it run okay, and am sympathetic to people feeling frustrated when technical issues prevent them from fully enjoying an early access game. Early on when the community was small I had a great time shitposting with the players, but once we hit release the environment turned toxic pretty much overnight as the community suddenly grew.
But like, none of them know how hard we crunched to get even a playable version of the game out, nevermind one that’s playable on the lowest of netbook specs. None of em know how complicated the system is that’s breaking preventing them from logging in, that that’s not actually my area of expertise and that I’m just feeding them information from the matchmaking team who are all freaking the fuck out because this is the first time we’ve tested this shit at scale. None of them know that we were getting squeezed by our publisher, who wanted us to do a progression wipe that we didn’t want ourselves, but like they control if the game gets shipped at all so… not really a choice there. And we can’t admit any of this because accusations of incompetence come out pretty early, tend to stick around, and leave devs very little room to make bad decisions (which happens a lot!)
And like, being trans now on top of that? Hell no, I’m never touching a public server again if I can help it. Slurs and mistrust were already flying before, I can’t throw myself in front of that bus again. I’m gonna miss it because I cared a lot about connecting with people playing the game and for a while found a lot of joy in responding to bugs and fixing individual system issues and integrating into the community. And there were some amazing people who were great to talk to that I really missed when I left. But the inherent abuse that comes with that gets so overwhelming and it drained my desire to even work on games at all for quite a while.
probably the only thing that’ll bring me back to professional game dev. especially cool to see after how brutal of a year it’s been for the industry. hope this works out for them!!