The Witcher’s Lead Story Designer Says Ending Was A ‘Mistake’ He Had No Control Over
Kotaku
by Lewis ParkerFebruary 19, 2026
AI-Generated Deep Dive Summary
Artur Ganszyniec, the Lead Story Designer of *The Witcher 3: Wild Hunt*, has recently reflected on his time working on the beloved RPG during a playthrough. In an interview, he revealed that the game’s infamous ending was “a mistake” he had no control over, shedding light on the challenges faced by developers in crafting a satisfying narrative. Ganszyniec’s candid remarks have sparked discussions among fans about the creative process behind one of gaming’s most celebrated stories.
During his playthrough, Ganszyniec shared insights into the collaborative nature of game development and how certain aspects of the story were beyond his influence. He emphasized that while he was deeply involved in shaping the game’s world and characters, the final outcome of the narrative—which many fans criticized for its abruptness—was not entirely within his hands. This admission highlights the complex dynamics of large-scale projects like *The Witcher 3*, where multiple teams and factors can influence the final product.
Ganszyniec’s comments also touch on the limitations faced by designers in balancing player expectations with the realities of game development. While he expressed pride in the game’s overall success, he acknowledged that no single person can fully dictate every aspect of a project as intricate as *The Witcher 3*. This perspective offers valuable context for fans and gamers who may be curious about the behind-the-scenes challenges of creating such a monumental title.
For readers interested in gaming, Ganszyniec’s reflections provide a rare glimpse into the human side of game development. His honesty underscores the importance of understanding that even the most celebrated games are the result of compromise, collaboration, and—occasionally—a touch of遗憾. By sharing his experiences, he invites fans to appreciate the complexity of the creative process while also sparking conversations about how developers can better engage with player expectations in the future.
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Originally published on Kotaku on 2/19/2026
