How A Simple Question Added Swimming To The Witcher 3

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How A Simple Question Added Swimming To The Witcher 3

How A Simple Question Added Swimming To The Witcher 3

The Witcher 3: Wild Hunt is remembered for its sprawling landscapes, intricate quests, and richly written characters. Yet one deceptively small feature helped make its world feel more believable: the ability to swim and explore underwater. That mechanic did not appear by accident. It grew from a leadership insistence that if the world showed huge lakes, rivers, and seas, players had to be able to enter and meaningfully interact with them.

This article explores how that design push shaped The Witcher 3’s development, why water is such a thorny problem in open-world games, and what other studios can learn from turning a simple question—”Can the player go there?”—into a guiding principle.

The Witcher 3’s World: Land, Sea, and Everything Between

CD Projekt Red built The Witcher 3 as a vast open world, stitching together regions like Velen, Novigrad, Skellige, and Kaer Morhen. These areas are not just wide stretches of land; they are bordered and carved up by bays, rivers, and the open sea. Sailing between islands in Skellige, diving to sunken ruins, or crossing swampy deltas are all part of the experience.

In many open-world games, large bodies of water are used primarily as boundaries or visual set dressing. They look impressive from a distance but do not offer much interactivity. The Witcher 3 could easily have followed that pattern. Instead, the team embraced water as a playable space, not just a backdrop.

Why Water Matters In Open Worlds

Adding water that the player can fully traverse has profound implications for design:

  • Exploration routes multiply: Players can approach locations from above, across the surface, and from beneath.
  • Navigation becomes three-dimensional: Vertical movement adds new possibilities and complications.
  • World consistency improves: If a game visually suggests freedom but restricts it, players quickly notice the disconnect.

For CD Projekt Red, these implications turned water from mere decoration into a demanding design challenge.

“If There’s Water, Why Can’t We Swim?” – Leadership’s Challenge

According to CD Projekt Red’s leadership, the inclusion of extensive seas and lakes in The Witcher 3 raised an immediate question: what is the point of such prominent water if players cannot swim or dive into it? That question was more than an offhand remark—it became a directive. If the map showed large bodies of water, they had to be explorable.

From Visual Concept To Design Mandate

During early development, water primarily existed as part of the environment’s visual composition—coastlines, ports, and islands that looked good in promotional materials and flythroughs. Once leadership insisted on full exploration, the team had to treat water as another layer of playable terrain. This created a cascade of requirements:

  • Geralt needed a fully animated swimming and diving system.
  • Combat and interaction rules had to adapt to underwater constraints.
  • Level designers had to build points of interest beneath the surface, not just on land.
  • Technical teams had to optimize performance for complex water rendering and underwater spaces.

What began as a world-building choice quickly evolved into a feature that touched nearly every discipline on the project.

Designing Swimming: Movement, Safety, And Player Feedback

Creating a swimming mechanic is not simply a matter of playing a different animation. It requires rethinking how the player moves, fights, and perceives the game world. The Witcher 3’s solution was to make underwater traversal relatively simple but visually rich.

Movement And Controls Underwater

On land, Geralt’s movement is grounded in weighty animations and momentum. Underwater, movement needed to feel lighter but still controlled. Typical design goals for underwater systems include:

  • Clear directionality: Players must be able to move up, down, and forward without confusion.
  • Camera stability: The camera should remain predictable despite 3D movement.
  • Reduced input complexity: Fewer, more intuitive controls help prevent frustration.

The Witcher 3 emphasizes smooth, guided motion rather than acrobatic underwater maneuvers. This choice avoids the disorientation common in more free-form underwater systems.

Managing Risk: Breath, Threats, And Visibility

Underwater segments also introduce unique dangers:

  • Limited air: Geralt can hold his breath only so long, which adds time pressure.
  • Restricted combat options: Only certain weapons and actions make sense underwater.
  • Reduced visibility: Murky water makes navigation and threat detection harder.

These elements align with broader game-design best practices, where environmental constraints create tension without feeling arbitrary. For example, game design research often emphasizes clear risk–reward loops: players should understand the danger, voluntarily accept it, and receive a payoff commensurate with the risk.1

Filling The Depths: Why Underwater Content Is So Expensive

Once the team committed to swimmable water, they needed to ensure that going underwater was worth the effort. Sparse or empty oceans would make the mechanic feel like a gimmick. However, building interesting underwater spaces is notoriously labor-intensive, which is why many studios keep water shallow—sometimes literally.

Level Design: Building For A 3D Volume Instead Of A Flat Plane

On land, designers place encounters along surfaces—paths, ridgelines, roads, and town layouts. Underwater, they must think in terms of volumes. Points of interest can appear above, below, and around the player. Good underwater design requires:

  • Strong silhouettes: Wrecks, ruins, caves, and cliffs must read clearly even in dim light.
  • Guiding features: Ridges, trails of debris, or schools of fish can subtly lead players toward objectives.
  • Spatial landmarks: Distinct shapes or color palettes help players maintain orientation.

Research on player navigation in 3D spaces notes that landmarks and consistent visual language are crucial to prevent disorientation and motion sickness.2

Art And Technical Challenges

Underwater environments also pose unique graphics and performance burdens:

  • Lighting and fog: Water absorbs light differently than air, requiring special shaders and post-processing.
  • Surface and volume effects: Waves, caustics, bubbles, and particles must be simulated convincingly.
  • AI and physics: Creatures and objects behave differently due to buoyancy and drag.

Studies and talks on rendering techniques for modern games highlight that fluid simulation, volumetric fog, and particle-heavy scenes can be among the most expensive features to render in real time, especially on older console hardware.3

Key Differences Between Land And Underwater Design
AspectOn LandUnderwater
MovementPrimarily horizontal, with jumps and climbsFully 3D, including vertical ascent and descent
VisibilityRelatively clear, predictable view distancesOften foggy or murky, limited sight lines
NavigationGuided by roads, paths, and buildingsGuided by terrain forms, light beams, and silhouettes
CombatFull access to weapons and abilitiesRestricted toolset, slower reactions
Technical CostHigh but well-understoodAdditional shaders, post-processing, and AI rules

Making Water Worthwhile: Rewards And Narrative Hooks

Even the most technically impressive underwater system falls flat if players have no reason to use it. The Witcher 3’s answer was to weave underwater content into its broader quest and treasure systems.

Treasure Hunts, Wrecks, And Ruins

Underwater areas in The Witcher 3 often conceal:

  • Shipwrecks carrying rare crafting materials or diagrams.
  • Sunken ruins tied to side quests or world lore.
  • Hidden chests marked only by subtle surface clues, like floating debris.

This design reflects a wider trend in open-world games: optional spaces should provide meaningful rewards, whether through items, narrative discoveries, or scenic value. Surveys of player behavior consistently show that players are more willing to explore optional areas when they anticipate concrete rewards and surprises, rather than generic loot.4

Integrating Underwater Play With The Main Game

Crucially, underwater exploration in The Witcher 3 does not feel like a separate mini-game. It ties directly into:

  • Contracts and side quests that send Geralt searching for bodies, artifacts, or monster nests below the surface.
  • Economic systems, as salvaged items can be sold or used in crafting gear.
  • World-building, via environmental storytelling—broken masts, corpses in armor, and ruined temples hint at past conflicts and trade routes.

This integration helps underwater segments feel like an organic extension of the game rather than a bolted-on feature.

Leadership Decisions And Their Human Cost

From the outside, adding such depth to water seems like a straightforward improvement. Inside a studio, however, decisions of this kind can dramatically increase scope and pressure. CD Projekt Red has previously acknowledged that its ambitious projects, including The Witcher 3 and Cyberpunk 2077, were associated with intense workloads and extended development efforts.5

Scope Creep Versus Vision

Demanding that every visually significant element of a world be explorable reflects a strong creative vision, but it risks scope creep. Scope creep occurs when a project gradually accumulates features beyond its original plan, increasing complexity, time, and cost. In game development, this can lead to:

  • Extended production schedules and delayed releases.
  • Increased stress for developers trying to meet changing goals.
  • Potential quality issues if new features are rushed.

Industry analyses and postmortems repeatedly identify scope management as one of the biggest predictors of whether a large-scale game ships in a stable, polished state.1

Workload, Crunch, And Industry Lessons

CD Projekt Red has since publicly committed to efforts aimed at reducing crunch and improving working conditions, including revising development processes and pipelines.5 The lesson for studios is clear: bold features like explorable underwater spaces must be balanced against realistic assessments of time, team size, and technological limits.

How The Witcher 3’s Water Design Influenced Other Games

The Witcher 3 released into an industry that was still refining how open worlds should handle traversal freedom. Its approach to water, though not perfect, raised expectations for how thoroughly players should be able to explore game environments.

Comparisons With Other Notable Open Worlds

Different studios have taken varied approaches to water:

  • Some games primarily treat oceans as travel routes, focusing on sailing and surface combat rather than diving.
  • Others provide only shallow swimming, using deep water mainly as a boundary or hazard.
  • A few titles invest heavily in rich underwater ecosystems, with detailed flora, fauna, and complex caves.

The Witcher 3 sits somewhere in the middle: its underwater spaces are not full-fledged ecosystems, but they offer enough handcrafted content and narrative hooks to justify their presence. Importantly, they show that even a limited but well-integrated underwater system can significantly improve the sense of a cohesive world.

Practical Takeaways For Game Designers

For developers designing open worlds today, The Witcher 3’s experience offers several lessons about water and traversal features more broadly.

Ask The Hard Question Early

If the visual vision includes dramatic oceans, towering mountains, or vast cityscapes, designers should confront early whether players will be able to fully explore them. Delaying this decision can make late-stage additions far more costly.

Align Feature Ambition With Production Reality

Teams should consider:

  • How many bespoke underwater or vertical areas they can realistically build.
  • Which existing systems—quests, crafting, combat—can be leveraged to support new spaces.
  • How to reuse art and logic smartly without making the world feel repetitive.

Make Optional Spaces Meaningful

Whether it is the bottom of a lake or the top of a mountain, optional exploration should offer more than trivial loot. Narrative fragments, unique vistas, and build-defining items help players feel that their curiosity is rewarded.

FAQs About Swimming And Water Design In The Witcher 3

Does swimming significantly affect the main story?

Swimming and diving are mostly optional, but they support several side quests, treasure hunts, and contracts. They enrich exploration rather than driving the main storyline.

Why didn’t CD Projekt Red go even deeper with underwater content?

Building extensive underwater environments is expensive in art, design, and performance. The studio had to balance the desire for depth with finite time and resources, prioritizing areas that supported quests and rewards.

Is underwater combat as complex as combat on land?

No. Underwater combat is intentionally simplified. Limited weapon options and slower movement create tension but avoid overcomplicating the system or overwhelming the player.

Could the game have worked with non-explorable water?

Mechanically, yes. However, non-explorable water would have made the world feel more constrained and less believable, clashing with the game’s emphasis on freedom and immersion.

What can future open-world games learn from The Witcher 3’s approach?

Future games can learn to treat water as part of the playable space, not just decoration, while carefully managing scope. If a feature fundamentally changes traversal and world logic, it should be planned from the earliest stages of development.

Conclusion: A World Where Every Horizon Matters

The push to make The Witcher 3’s water explorable began as a simple question about consistency: if players can see vast seas and deep lakes, why shouldn’t they be able to dive into them? That question set off a chain reaction—new mechanics, new environments, new technical challenges, and new pressures on the team.

In the end, the decision helped solidify The Witcher 3 as a benchmark for open-world immersion. Its treatment of water is not perfect, but it embodies a philosophy that resonates across modern game design: when a world promises freedom, every horizon should matter, whether it lies beyond a mountain range or beneath the surface of the sea.

References

  1. Miguel Sicart, “Defining Game Mechanics” — Game Studies Journal. 2008-12-01. https://gamestudies.org/0802/articles/sicart
  2. J. Ruddle, S. Lessels, “The Benefits of Using a Walking Interface to Navigate Virtual Environments” — ACM Transactions on Computer-Human Interaction. 2009-03-01. https://dl.acm.org/doi/10.1145/1498844.1498846
  3. Adam Marrs, “Advances in Real-Time Rendering in Games” (SIGGRAPH Course Notes) — NVIDIA. 2019-07-01. https://developer.nvidia.com/advances-real-time-rendering-games-2019
  4. Entertainment Software Association, “2023 Essential Facts About the Video Game Industry” — ESA. 2023-07-01. https://www.theesa.com/resource/2023-essential-facts-about-the-video-game-industry/
  5. CD PROJEKT Group Management Board Report on Activities in 2024 — CD PROJEKT S.A. 2025-03-26. https://www.cdprojekt.com/en/wp-content/uploads-en/2025/03/management-board-report-on-cd-projekt-group-activities-in-2024.pdf

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