Tost’s remarks advise me of Bethesda head Todd Howard’s statements on finally finding the fun in Starfield after 7 years of growth. Video games typically integrated reasonably late in manufacturing, which result can be extra severe in the AAA area where growth groups are so huge, as well as much more so with a large open-world RPG with many relocating components. Even so, Cyberpunk 2077 demonstrably really did not integrated up until after launch.
“Partially the issue was located in our production methods,” Sasko states. “We simply didn’t know – a lot of us didn’t know completely where we are with that game.”
“It was my fault,” Badowski states. “Our games are super complex, super big. Pretty long when it comes to navigation, this constellation of quests. I thought that world-building was the most important thing for me, and navigation. I was focusing on that and I missed this point of how big, how important technical excellence is.”
“I think after Witcher 3, we just didn’t clean up internally to the degree we thought we had at the time,” Tost factors. “And that meant we repeated a lot of our old mistakes which we got away with on Witcher 3. But this time, though, the project was so much bigger, so much more complex, with so many people on it, that we ended up just falling flat on our face.”
“Things just came so thick and fast,” Tost proceeds. “And I think that was also the point in time where I personally was closest to leaving the company.” He’s not the only one in this; various other CDPR team included in the video clip claim they thought about leaving the business in the results of Cyberpunk 2077’s launch, while others claim they really felt encouraged to secure the hatches as well as repair the game.
“I remember when we shipped Witcher 3 and we shipped both expansions, and the reason I really wanted to stay here is because they were doing Cyberpunk and I felt it would be tough,” Sasko remembers. “The fact that I felt it’s gonna be difficult really made me want to do it. After the launch, when not everything went as we wanted, it was really difficult.”
Cyberpunk 2077 2.0 patch adds Edgerunners Easter eggs we aren’t mentally prepared for.
Source: gamesradar.com