O poveste interesanta
One day, during the development of The Witcher 3's second expansion, Blood and Wine, the designers at CD Projekt Red realized that something was horribly wrong: They could walk into any house in the game—even the ones that were meant to be part of the scenery. “We couldn’t figure out for a long time why it was happening,” said Miles Tost, a level designer on The Witcher 3. “It was terrible, because some buildings wouldn’t have any terrain underneath them and when you walked in, you’d basically just fall into nothingness. For optimization purposes you don’t put content into every single house, only the ones you can actually access.”