The high cost of making one game feel like two
When developers talk about memorable role-playing games, they often praise the big decisions that make players feel responsible for the world. The Witcher 2: Assassins of Kings is a strong example. Halfway through the adventure, the story branches in a major way, sending Geralt down one of two substantially different routes. For players, that kind of structure can feel daring and rare. For the studio behind it, however, it can also be expensive, difficult to maintain, and hard to justify once the dust settles.
That tension is exactly what CD Projekt’s co-CEO Adam Badowski has reflected on. His view is not that the idea was bad in a creative sense. In fact, he has described it as an experiment that was interesting and even cool from the player’s side. But from a production standpoint, he now sees the split-path design as a use of resources that delivered less practical value than its novelty suggested.
This is a useful lens for understanding how modern RPGs are built. A feature that looks like a triumph of player freedom may also be a serious burden on production, writing, testing, and content planning. The Witcher 2’s design became a reminder that ambition and efficiency do not always point in the same direction.
What made the game’s structure so unusual
Many games promise choice, but they usually mean small changes in dialogue, quests, or endings. The Witcher 2 went further. At a key point in the story, players commit to one of two dramatically different campaigns. These are not just alternate scenes or minor side stories. They shape major locations, supporting characters, mission flow, and the perspective through which the central conflict is experienced.
That kind of divergence gives the player a strong sense that the world is responding to their decisions. It also creates replay value, because the second path offers genuinely different content rather than a slightly reshuffled version of the first run. In theory, that is an elegant way to make a game feel personal and reactive.
But the same strength becomes a weakness when viewed through the lens of resources. Everything that belongs to one path must be created, polished, localized, debugged, and supported. If a large portion of the audience only ever sees one route, then a lot of work is spent on material that many players will never encounter. That does not mean the design was pointless. It means the trade-off was sharper than it first appeared.
Why developers admire the idea but still question it
From a creative standpoint, branching games can be thrilling. They let writers build conflicting loyalties, allow level designers to create unique spaces, and encourage players to discuss what they chose and why. They can also make a studio stand out. In a crowded market, a bold structure can be part of a game’s identity.
Still, developers must ask whether the added complexity strengthens the whole product or merely makes it more elaborate. According to Badowski’s comments, The Witcher 2 was very much an experiment. That word matters. Experiments are valuable because they reveal what works, what breaks, and what should not be repeated at scale. They are not always meant to become standard practice.
For a team, a two-path structure means more than doubling some assets. It can require parallel narrative planning, additional cinematic work, extra QA coverage, and careful continuity management. Even a small contradiction between the two branches can become a problem. As the project grows, the benefit of the idea must compete with the sheer effort needed to preserve it.
The player experience versus the production reality
There is often a gap between how a feature feels and how it functions inside a studio. A player may remember the excitement of choosing one side over another. A producer may remember the amount of time required to finish both sides to the same quality bar. Both views are valid, but they measure different things.
In the case of The Witcher 2, the player-facing reward was obvious: the game felt more reactive than many of its peers. The story seemed willing to change shape in response to choices rather than merely acknowledge them at the end. But the back-end reality was that the team had to build substantial amounts of content that would remain hidden for many players.
That creates a fundamental business concern. If development time is finite, every asset used to support one branch is an asset not used elsewhere. The more the game divides itself, the more that budget has to stretch. A studio can absolutely pursue that route, but it has to decide whether the payoff is worth the sacrifice.
How this lesson shaped thinking about later Witcher games
CD Projekt’s later success with The Witcher 3 showed another approach to choice. That game still offers branching quests, consequences, and multiple outcomes, but it does not rely on a single mid-game split that effectively turns the campaign into two distinct halves. Instead, it uses choice more broadly and more flexibly across the world.
This method has advantages. It preserves the feeling of agency while avoiding the extreme duplication of content that a hard split can produce. It also allows the studio to concentrate its resources on a more unified main story, richer open-world design, and more polished systems. In practical terms, this approach scales better.
The comment from CD Projekt’s leadership therefore reads less like regret and more like design maturity. The company can acknowledge that the idea was impressive without insisting it should become the template for every future project. A studio learns by trying things, then keeping the parts that prove sustainable.
What ambitious RPG design should prioritize
Role-playing games are often praised when they feel expansive, but scale alone is not the same as quality. A game can contain many possible paths and still fail to use them effectively. The best branching systems usually satisfy at least one of three goals: they deepen character relationships, sharpen the theme of the story, or create meaningful replay value without overwhelming production.
To achieve that balance, designers often ask a few practical questions:
- Does the branch create a meaningful difference in how the world is understood?
- Will enough players see the content to justify the development effort?
- Can the team maintain equal quality across all paths?
- Does the choice improve the story, or simply make it larger?
These questions do not eliminate bold ideas. They help determine whether bold ideas can survive the realities of a shipping schedule. In many cases, the strongest solution is not the biggest one. It is the one that delivers consequence without multiplying complexity beyond reason.
A useful reminder for game studios and fans alike
Fans often celebrate features that feel rare, and that reaction is understandable. A game that dares to split itself in half can be exciting because it breaks expectations. But developers have to think about what happens after the excitement fades. A feature that makes headlines is not automatically a feature that improves the final product in proportion to its cost.
Badowski’s comments highlight a common truth in game development: creativity is only one half of the equation. The other half is sustainability. A brilliant mechanic or narrative idea might still be too expensive if it strains the team, limits content reuse, or demands more than the audience will ever see.
That does not erase the value of the experiment. In fact, the experiment may have been essential. Without attempts like this, studios would never learn which structural ideas are worth refining. The Witcher series became stronger in part because its developers were willing to test a boundary and then rethink where the line should be.
What players should take from the discussion
For players, the story is less about disappointment and more about perspective. The branching route in The Witcher 2 remains a notable design choice, and it still stands out as one of the more memorable structural gambits in modern RPGs. But the studio’s current view invites us to see it not as a perfect model, but as a valuable lesson.
The bigger idea is that game development is a series of trade-offs. A feature that delights the audience may demand heavy sacrifices behind the scenes. A simpler system may produce a stronger overall game. Neither approach is inherently correct in every case.
In that sense, The Witcher 2’s split campaign did its job even if it was resource-heavy. It pushed the studio to explore what player choice could look like at a larger scale. It also helped clarify what kind of narrative structure makes sense for a long-running franchise with growing ambitions.
Quick takeaways
- The Witcher 2’s major mid-game branch was memorable and unusual for players.
- CD Projekt’s co-CEO now views the structure as an expensive experiment.
- Hard story splits can create replay value but also multiply production demands.
- Later Witcher games leaned toward broader, more efficient forms of choice.
- The episode shows how studios balance creativity with sustainable development.
Frequently asked questions
Why did The Witcher 2’s structure stand out?
Because it did more than offer cosmetic choices. It split the campaign into two substantial routes, each with its own content and perspective on the story.
Was the idea considered a failure?
Not creatively. The studio leader’s criticism is mainly about efficiency and resource use, not about whether the concept was interesting to players.
Did later Witcher games use the same format?
No. Later entries favored branching quests and consequences without relying on such a large binary split in the middle of the game.
Why do studios avoid overly branching campaigns?
Because they increase writing, testing, production, and maintenance costs, especially when much of the content is only seen by a subset of players.
Is there still value in ambitious game design?
Absolutely. Ambitious ideas help studios innovate, but they work best when the creative payoff matches the development effort.
References
- CD Projekt’s co-CEO says The Witcher 2’s momentous midgame choice was an ‘experiment’ and now regards it as a ‘waste of resources’ — PC Gamer. 2026-05-19. https://www.pcgamer.com/games/rpg/cd-projekts-co-ceo-says-the-witcher-2s-momentous-midgame-choice-was-an-experiment-and-now-regards-it-as-a-waste-of-resources/
- The Witcher 2’s momentous mid-game choice might’ve been ‘cool’ for players, but CD Projekt’s co-CEO now believes it was a ‘waste of resources’ — GamesRadar+. 2026-05-19. https://www.gamesradar.com/games/the-witcher/the-witcher-2s-momentous-mid-game-choice-mightve-been-cool-for-players-but-cd-projekts-co-ceo-now-believes-it-was-a-waste-of-resources/
- CD PROJEKT Group Reports Q1 2026 Financial Results — CD PROJEKT. 2026-05-28. https://www.cdprojekt.com/en/investors/result-center/
- The Witcher 2: Assassins of Kings — CD PROJEKT RED. 2011-05-17. https://www.thewitcher.com/en/witcher2

