Cyberpunk 2077 authors regret introducing nonlinearity into the game

Non-linearity and the ability to make decisions on your own are usually seen as big plus points for role playing. However, in the case of Cyberpunk 2077, the developers seem to have gotten too carried away with the concept, making it difficult to prepare an action RPG. The employees of CD Projekt RED themselves speculated about this.



The conversation about nonlinearity in Cyberpunk 2077 went into the personal broadcast of the game's quest director Pavel Sasko, where the quest designer Philip Weber was also present. The authors of the action RPG came to the conclusion that they shouldn't have added too many minor decisions to the game. As an example, they provided gamers with the opportunity to get to the starting point of the mission in different ways: the user could go with an NPC, get there on their own, agree to a trip, but refuse to get into the car or not make a choice at all.


Each of these decisions implied different consequences, including in terms of the interaction of the NPCs with each other and with the player. Weber noted that CD Projekt RED should have abandoned such a system, since it hardly adds depth to the narrative, but requires a long study, taking into account different options.

According to Sasko and Weber, this is not the only element whose implementation complexity was revealed only during the preparation of the title. Recall that Cyberpunk 2077 was released in December 2020 and received a lot of criticism due to its poor technical condition and the absence of many of the promised mechanics. CD Projekt RED immediately began to improve the game - according to rumors , this process will drag on for five years and will affect all aspects of the action RPG.

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