[INTERVIEW] Cyberpunk 2077 with CD Projekt Red
CD Projekt Red is known as a very ambitious developer in every work. Therefore, it is natural that they work on the game with all their heart. Even though there are some minor bugs in the final result, the sign of their love is clearly visible on the The Witcher with an immersive world and story. Makes everyone who plays the game immediately dissolve into the world. A thing that is also expected from Cyberpunk 2077.
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Sadly, Cyberpunk 2077 again postponed by CD Projekt Red for the third time. One of the most awaited video games by fans around the world, it was targeted to launch in mid-April 2020, but was postponed three times, which peaked in early December this year. Leaving the opportunity to take part in the award for one of the best games of the year.
Despite the delay Cyberpunk 2077 it has been clearly explained that the current console version is still not optimal. However, this cannot be separated from several obstacles such as other development problems, until COVID-19 which suddenly hit very hard in 2020. Slow down and hinder the work of developers, because they have to develop the game from home.
We were lucky to be one of the Indonesian game media who had the opportunity to interview CD Projekt Red to answer our curiosity about what was really going on behind the scenes. Especially when the COVID-19 pandemic hit and how they adapted to the situation.
It’s different from the previous interview, which we immediately summarized. This interview we divided into two languages with questions and answers directly from one of the representatives of the developer, Mateusz Tomaszkiewicz as Quest Director CD Project Red for Cyberpunk 2077.
INDONESIAN
Gamebrott (GB): How detailed is Cyberpunk 2077’s character customization, and how will it affect the gameplay?
Mateusz Tomaszkiewicz (MT): There are several elements that can be implemented to customize V’s appearance, from face, nails, skin tone, body type, and more, but visuals are only the beginning. When the game starts later, the player will be able to choose his life path which will determine V’s background and this will significantly affect the game. Different choices, different game story introductions with unique quests, characters, and where the player will start, he will also provide dialogue options and unique quest opportunities (which can only be obtained when choosing certain options from the V background, red).
Not only that, players can also determine their basic abilities when creating characters. For example, a player who wants to play the game stealthly with the Netrunner class will need high INTELLIGENCE, while the BODY ability will be needed to beat the opponent directly alone.
But that doesn’t mean players can’t choose another path. We have a class system that fluid, where he would allow them to create their own style of play as they leveled up through different skills in each of their abilities. There is a lot of room to make it very flexible. So if the player starts with a melee-tank character but in the middle of the game he really enjoys hacking, then they can make other builds according to their preferences. You’ll see how this really matters as the game progresses.
GB: Why did you choose Cyberpunk 2077 as the next AAA project? Was there any consideration when determining this?
MT: We really love the series The Witcher, but I think that after we’ve lived with him long enough, a lot of our staff wants to find a way to get out of their comfort zone and do something fresh, and the world of Cyberpunk seems like a perfect fit for us. The concept of a dark future world with punk nuances. Moreover, many of our staff are fans of the pen and paper RPG system. Cyberpunk 2020. I’m sure it’s a very attractive option. We feel that the game can be a new setting so that we can create something different from the fantasy theme, while still maintaining the characteristics of CD Projekt Red’s RPG.
GB: With the main content short compared to The Witcher 3 as reported, what are some things to consider from a development perspective? Are you worried that fans might want older content?
MT: I’m sure that our game has a lot of content both for die-hard open world fans, and those who just want to focus entirely on the story. Night City is a very large and dense city with lots of things to do and discover. I think the quest system and how it affects each other will be very enjoyable for the players. Story Cyberpunk 2077 was the most ambitious of us, he walked in such a manner and was in no hurry. In other words, throughout the main and side missions, players will be able to spend time with the many characters and get to know each other, which will be reflected in their own stories including influencing the specific choices they have made along their adventures.
GB: How will COVID-19 affect the development of the game? Is that one of the reasons for the delay in the game?
MT: When the COVID-19 pandemic started, it was something very foreign to us, forcing us to adapt to some of the changes that were put in place. There are some reservations where possible, but with the great support from our IT team, we were able to make the transition pretty quickly. Enable us to work from our head office. Of course, it’s a situation we have to get used to from time to time, and I’m really grateful that we got through it pretty smoothly.
GB: As an RPG game, why doesn’t CD Projekt Red add a camera 3rd person/third party? What are the considerations for this decision?
MT: Immersion was our goal from the start, therefore in terms of perspective choice, the first person camera is definitely one that offers a lot of options in this regard. You see what V sees, it already puts you with the main character by default. And as you travel through the Night City, you’ll experience the scale of the city in a much more realistic way. The first-person perspective will also enhance how players will experience the world to make it more immersive.
We also believe the decision will benefit the gameplay mechanics. Whether it’s battle, travel, or conversation, players will always see things from a V perspective, and thanks to our smooth transition from gameplay to other scenes where the player can’t control it, we believe that the first-person perspective is the best choice for the story we want. convey, and the experiences we want to share with players.
ENGLISH
Gamebrott (GB): How detailed will the character customization will be, and how much will it affect the gameplay?
Mateusz Tomaszkiewicz (Quest Director, CD PROJECT RED): There are a number of elements that allow you to customize V’s appearance, from facial traits, to nails, skin-tone, body type, and more, but visuals are just the starting point. At the start of the game you will also choose your lifepath, which will decide V’s background story and will impact the game significantly. Based on your choice, not only will you play a different introduction to the game’s story — with unique quests, characters, and starting locations for each — but you will also encounter a number of situations throughout the game where your background will give you unique dialogue options and quest opportunities. Last but not least you will also decide your starting attributes while creating your character, which directly impacts your playstyle in first hours of gameplay. For example, a more stealthy netrunner will want to invest some attribute points into INTELLIGENCE, while the BODY attribute will be more important for a brute-force solo approach. But your starting stat choices don’t mean that you can’t choose to go in a different direction later on. We have a fluid class system in the game, which allows you to build a playstyle from the ground up, and as you level up, you might decide to focus on different skills within each attribute. There’s a lot of room for flexibility as you progress the game, so if you start out as a tanky melee character but begin to enjoy the hacking side of things, you’ll be able to adapt your build in order to suit your own preferences — and you’ll see the effect this has the more you hone that playstyle and strengthen your skill set.
GB: Why did you choose Cyberpunk 2077 as the next AAA project, what were the considerations when deciding on this?
MT: We all love the setting of The Witcher series, but I think after living and breathing it for such a long time, a lot of the people here were looking for a way to go out of their comfort zone and do something totally fresh — and the world of Cyberpunk seemed like a perfect match for us. It’s a dark future world with a strong punk flair, and with many members of the studio being fans of the pen and paper RPG system, Cyberpunk 2020, I believe it was a really energizing choice. We felt like it could be a setting that allowed us to do something different than fantasy, while still feeling like a true CD PROJEKT RED RPG at its heart.
GB: By presenting shorter main campaign content than The Witcher 3 (as reported), what are considered from the development side? Are you concerned that fans may want a longer campaign?
MT: I believe that our game has plenty of content to satisfy both diehard open world fans, and those who like to focus purely on the story. Night City is vast and densely packed with things to do and discover, and the way our quests branch and impact each other is something that I think players will enjoy discovering for themselves. The story of Cyberpunk 2077 is our most ambitious yet, and it’s paced in such a way that nothing is rushed, so across the main quest and side quests, players will be able to spend time with many characters and get to know them well — which will reflect heavily on their own experience of the story, as well as influence the specific choices they make throughout their adventure.
GB: How did the COVID-19 affect game development and was it the main cause for the delays?
MT: When the COVID-19 pandemic started, it was definitely an uncharted territory for us all so we had to adapt to the changes it enforced. There were reservations if it would be possible, but with fantastic support from our IT team we actually managed quite a swift transition that enabled us to hit the ground running from our home offices. Obviously, it’s been a situation we’ve all had to get used to over time, and I’m pretty grateful that we’ve been able to get through the transition pretty smoothly.
GB: As an RPG title, why wasn’t a third person camera view included for this game? What were the considerations for this decision?
MT: Immersion was our goal from the start, and so when it comes to the choice of perspective, a first-person camera is definitely one that offers a lot of options in this regard. You see what V sees, and so it already puts you closer to the main character by default. And as you move through Night City, you’ll be able to feel the scale of the city in a much more true-to-life way. A first-person perspective ratchets up the sense of place and sense of immersion greatly, and we also believe that it benefits our gameplay mechanics the most, as well. Whether it’s combat, traversal, or conversation, you’re always in control and seeing things from V’s perspective, and thanks to our fluent transitions from gameplay to other scenes — where control is never taken from you — we believe the first person was the best possible choice for the story we want to tell, and the experience we want to share with players.
Cyberpunk 2077 currently planned for release on December 10, 2020 on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X.
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