Pawe Sasko, the Quest designer, addressed the public's criticism of the relatively linear narrative in a live stream.
Pawe Sasko, the designer of CD Projekt Quest, reviewed the development of the role-playing game "Cyberpunk 2077," as well as the reaction of the community.
The criticism of the players fell in the first few weeks and months after the release of "Cyberpunk 2077."
The fact that the story was considerably longer than in "The Witcher 3: Wild Hunt" irritated some fans. For example, the choices made in "Cyberpunk 2077" only impacted the story's subsequent trajectory, which Pawe Sasko believes the CD Projekt's developers must deal with.
The Witcher 3's approach is different in Cyberpunk 2077.
"A lot of things have happened. Players anticipated more because The Witcher 3 was built that way. I feel like cyberpunk offered a high degree of non-linearity," said Sasko. "I believe that minor tweaks would suffice."
According to Sasko, the smaller adjustments were problematic. We as developers interpret non-linearity much more broadly as gamers. Players simply want to make different choices and see different content. I think that's okay and I think it could have been done better. We know how to do better, and I'd expect more from us in that regard.
More Cyberpunk 2077 news:
CD Projekt is currently developing the upcoming "Cyberpunk 2077" expansion for PC, PlayStation 5, and Xbox Series X/S.
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