The Blood of Dawnwalker is being made by developers who clearly care about role-playing games, and creative director Mateusz Tomaszkiewicz seems right at the center of that feeling. His comments point to a game that wants more than a big map or a dramatic trailer. It wants players to feel that their decisions leave a mark.

One modern example he admires is Baldur's Gate 3. What stands out to him is not only its story, but the way it gives players room to act, test ideas, and see the world respond. That push toward stronger player agency is something he sees as exciting for RPGs today.

Freedom With Consequences

The idea of meaningful choice is hardly new. RPG makers have chased it for decades, with mixed results. Many players know the feeling: a game can make every dialogue option or moral turn seem huge, only for the later impact to be smaller than expected. Even beloved classics like Knights of the Old Republic could create that powerful first impression of ripple effects, while the full reality was more limited.

Blood of Dawnwalker takes after Baldur's Gate 3's "freedom of choice" and RPG classic Gothic's small but dense world design

That history matters because The Blood of Dawnwalker appears to be aiming for the feeling players always wanted from those older games. The goal is not just to ask the player to choose, but to make the choice feel visible inside the game world. In Z-retro terms, it is a very old RPG promise being chased with newer tools.

A Smaller World By Design

Tomaszkiewicz has also said he is tired of games that feel too large. He still likes open worlds, but he prefers experiences that are more condensed, especially when time is limited. For him, the Gothic games are a key reference point: smaller worlds, but packed with places, people, and details to notice.

That is an important distinction. A compact world does not have to feel thin. In the best old-school RPG style, a smaller space can become more memorable because the player learns its corners, patterns, and tensions. Instead of stretching across endless terrain, the world can build density and personality.

A crop of Coen looking at his closed fist in The Blood of Dawnwalker

There is also a practical side to this approach. Tomaszkiewicz has explained that keeping the scope contained helps the team build the game in a reasonable way. The size of the project needs to fit the size of the team. That is not a glamorous design slogan, but it is often how better games get made: by knowing what can actually be delivered well.

What The Game Seems To Be Taking From Its Inspirations

  • From Baldur's Gate 3, an interest in player freedom and a world that reacts to choices.
  • From Gothic, the appeal of a smaller open world that feels dense rather than empty.
  • From older RPG tradition, the long-running dream that decisions should carry real weight.

The Blood of Dawnwalker is not being presented as a copy of any one game. The more interesting picture is a blend of RPG priorities: freedom, consequence, focus, and restraint. If those pieces come together, it could speak to players who love grand role-playing ideas but no longer want every adventure to become a giant time sink.

The Blood of Dawnwalker — Story Trailer [4K] [subtitles available] - YouTube