The quest designer Cyberpunk 2077 replied to criticism of a faint non -linearity of the plot

Recently, a quests designer Cyberpunk 2077 Pavel Sasco (Pawel Sasko) conducted a stream, during which he answered criticism of the project – people believe that Cyberpank is too linear. According to the expert, the game still provides a "crazy volume" of variability.

Sasco I am sure that the main reason for complaints is the overstated expectations of gamers. Especially against the background of variability in The Witcher 3 – Users were waiting for the same noticeable consequences from the decisions made in Cyberpunk 2077.

Replicas in dialogs affect the course of tasks in Cyberpanka – they are made with emphasis on nonlinearity. There is also a randomization system, which is why you will not get two identical passages. It is simply impossible.

Pavel Sasco

The main plot branches also got on nuts. The designer specified in their defense that the most non -linear of them is a line with takemura. His death significantly affects history, but as soon as the gamers learned that he could be saved – this was practically a choice without a choice. “Thus, in the heads of players, the course of the quest turned into something linear. Although this is completely wrong ", – complains the developer. But there are small missions that affect the environment and history on a smaller scale.

Next Sasco talks about the perception of nonlinearity, they say, everyone sees it in their own way. If gamers expected a forklit type DLC Blood and Wine or even in the style of the second "Witcher" , then the developers look at nonlinearity more widely.

If you use such a strict definition of variability, then you will come to the conclusion that only the main plot branches are important and nothing more. In my opinion, [complaints] are slightly exaggerated, although I do not declare that we have done amazing work. I think everything is fine, but it could have been better. We know how to do better. I expect more from myself and from the team.

Pavel Sasco

Meanwhile CD Projekt Red continues to work on addition Phantom Liberty -It will be released once in 2023. According to the developers, the project will become the largest DLC in the history of the company.

January 23, 2023 Holder Screenwriter Mass Effect 2 and 3 Mac Walters left Bioware

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Cyberpunk 2077

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2020: The other day, the PowerPyx portal has published a detailed Hyde for a fork in Cyberpunk 2077, where he explained how to get one or another ending. The authors of the site found that about 98% of the replicas in the Cyberpunk 2077 do not affect the plot and outcome of the quests, changing only the following lines in the dialogue. (And that is the largest percentage of the quest that about the base of Malstrom from the demo, which was carried at the conference)
Let me remind you that the players did not wait for the witcher, there is no need to promise a witcher.

Linearity is branching, freedom is slavery, yeah

Why these expectations were https://nongamstopsites.uk/review/betfoxx/ overstated? After all, no one promised the gamers, yes?

Sorry, but how exactly? One line in a dialogue with Hanako, one appearance at the ending of Arasaku, one video SMS in the end with Sylved. Well, if you leave it for permission, then nothing of the above simply will.

I missed something?

The following lines in the dialogue, most often one or two, without changing neither the canvas of the dialogue or the option further in the dialogue. That is, literally at all, nothing in the game does not change, except for words and the availability of some information for the player, but does not change anything in the game.
And yes, the plot is actions and their connection, and in modern games with a large number of dialogs, unfortunately, in most dialogs are only the context, explanation or stretching of slash time increased dialogs for the statistics of the marketing department.
There is nothing wrong with a variety of interesting dialogs or a large number of words / replicas, in this particular case there is a huge question for the "nonlinearity" of these dialogs.
Another explanation is that if your dialogue lines change the dialogue of the type of a-b-b-d-e for a dialogue of the type of a-x-y-d-e, then there is little sense in this “non-linearity”. This will help you feel the “importance” of your choice, but does not affect anything else, including events in the game.

Damn it, publications are soon 15 years old, and is still ideal for the "wider gaze of developers at nonlinearity"

. “You decide what steps to go down the stairs of the plot!»Mda-ah ..
-And after all, they themselves admit that the staircase is one! Charlatans!

And who is to blame for these high expectations, m? Torch, you take marketers, you tell them to raise a hype around the game and they say in trailers, they say such “in the quests we will have such variability, you’re uploading! Wow! You are already Excited?!»Then, when the game exits the game, the liquid is, including with variability, and then expose the guilty gamers and their" high expectations ". I am Kanesh, I understand that the developers in general and the quest designer are not to blame for the Fiaco Cyberpanus, but you don’t need to, please, pi-rush arrows at the players.

Variantity only in what style you will pass the mission: a non -shock non -armed, dumsleer, Assassin’s Creed on knives and katana, hitman through weapons with a silencer. Either two in one, or all at once.

Well, the Prestarine of the Protagonist in three variations has a small effect.

Well, for example, if he survived and you at the end choose the assault on Arasaki, then he will be in the tower as an enemy. If you spared his friend-ninju, then it will be possible to disperse peacefully with him in the tower, otherwise-you will have to kill him.

It is amazing that he did not remember the quest with the theft of the basilisk, where you can breed Panama Solu. I myself learned about this opportunity on YouTube, to me (and I think 99% of the players) and it never occurred to me to make such a dirty trick. This choice completely cuts off the entire further branch of the nomads, but Sol as gratitude is driven by Kochuy-Mobile. If you take into account that a similar kochuy mobile can be bought for money-the exchange, to put it mildly, looks unequal.

Such is it, nonlinearity.

Well, at least, in the non -linearity of Cyberpan, I would like to have the opportunity to choose the future with panama, and not a stupid opportunity to visit in orbit. Why the hell try to interact with Johnny, do not drink pills, to indulge everywhere, choose the right remarks in dialogs, so that then not to be able to choose for himself the future that I want, and not which Johnny wanted? Or for example, to be able to completely ignore Johnny, quickly go through only the plot, give a damn about everyone, follow the path of Arasaki and stay alive, and let the rest die. 15-20 hours to pass. Than not non -linearity? It would be possible to stir up Katsen for each type (corporate/nomad/child of streets) where the end will still be bad and even worse than if you help everyone and die.
And as an example from relatively fresh it is ELEX. Yes, it looks many times worse, there is no such cool music and the design of everything and everything, but after its nonlinearity probably all quests, the “nonlinearity” of Cyberpan looks like shit. I didn’t play in the fresh Elex 2, I can’t speak for it, but if Sony had not left the Russian Federation, I would definitely have acquired.

I agree. But this still should not be the norm. The expectations themselves filed and then justify themselves.

I love this game very much. There is variability in it, but it is not striking. And this was a bad joke with her. Procesects are too carried away by the little things that few people notice. Variantity is extremely small in the main plot. But she is in quests that can be performed in different ways. In choosing which of the characters to help, how to help and help whether at all. The same Taemura. Each time this is a difficult question whether it needs to be saved if it does not affect the plot in the future in any way. And dialogs with Johnny do not affect anything, except for one single phrase. Yes, the ending in general has little affects, probably too little, although the feeling and sensations are still like, but here you need to play different characters. And in the dialogues of variability I would like more. In short, details are good, but as an addition to the main. Small variability is not what players usually expect.

And one moment caused bewilderment, although I seem to know the game along and across: what kind of randomization system we are talking? Unless, of course, it’s not about lut. Maybe it will be in a new addition, and Pavel is so immersed in it that everything was mixed in his head.

The witcher is also minimal variability. The Royal Gambit only comes to mind, and in the blood and wine it is “hidden” or “thousand fairy tales”. And so said everything correctly.

So -so comparison. It’s just that it is impossible to kill in the DC, plus there is no complete ban on murder, it is quite possible to science a certain amount and chaos will be low-only Achivka will lose.

In the subway, I would more complain that you can play a pacifist Achivka only by playing on a balalaika, this is some kind of insanity. And so no one forbids you to shoot in monsters – there are a lot of them, I don’t want to shoot. There is no prohibition of murder as in DH there, even though everyone at all, for friendship with black you only need to play nobility in certain points, as far as I remember – Paul cannot kill there and so on. In the first game, you generally go as you want, at the end you choose how to finish this story. All the prohibitions were removed in the exodus, for the most part you meet all sorts of freaks, kill how much it will fit, sometimes there is no choice. Only in key moments they ask not to kill, but this is already a choice of a player.

And only to the KP added an non -voiced approach to add. The meaning of it is zero, literally a couple of words in voice acting depends on it, but the essence will not change at all, even kill everyone, at least go around everyone.

Well, yes, the players played the false videos and PR played a game from all the cracks.))) As always, players are to blame and we have nothing to do with it at all))

So I thought about this. Moreover, for some reason the game was added in the game not to kill people, but to stun-and this has absolutely no application. Well, like in a side task you are asked not to kill, but even if you go through the front door and take out everyone, then it’s okay, they will give a reward, they will close the quest. So stuffy variability is simply annoying.

And they don’t have to be. Rarely what word will have a consequence. Conversations are just conversations that better help to play the character. As the character of the character will affect the story? Only the actions for the most part. Quests can be different in different ways, there are different endings. Here is the variability.



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