this post was submitted on 04 Dec 2023
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“Our trademark is the freedom given to the player, but always with limits,” Kalemba tells Lega Nerd

Aye, they try to hype the idea of a main quest line as something that defines their design.

😅

Thinking back I'm not sure I want Witcher 4 to feel more like CP2077, tbh. Less, if anything.

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[–] echo64@lemmy.world 44 points 2 years ago (2 children)

I know they are probably bombarded with requests for comments and interviews, but CDPR have learnt nothing from CP2077.

they are going to over-sell this again, promising things that don't materialize because they are dreaming of the thing now when it's still 3-4 years away, then people are going to be disappointed when it releases and doesn't have all the things they talk about.

Obviously consumers haven't learnt anything either, we eat this up, but CDPR is going to get the fallout from it.

[–] zecg@lemmy.world 9 points 2 years ago* (last edited 2 years ago)

Obviously consumers haven’t learnt anything either, we eat this up, but CDPR is going to get the fallout from it.

I waited for almost 3 years of patches and a deep discount and I'm still somewhat disappointed, it's just three shitty ubisoft sandboxs stacked in a next gen suit.

[–] dog@suppo.fi 8 points 2 years ago (2 children)

Interestingly, if they use UE5/6, a LOT of the growing pains of Cyberpunk 2077 are immediately solved.

They wanted long-distance, high-detail scenes, but that led to the game running like shit.

UE5+ is excellent for that. It allows for more detail than any other engine.

Essentially they can now actually focus on producing a GAME, rather than a next-gen engine + a game, as was the case with Cyberpunk 2077.

So I give them the benefit of the doubt here.

Witcher is also a world they're highly experienced in, so they don't really need so much worldbuilding work either.

[–] echo64@lemmy.world 10 points 2 years ago (1 children)

I'm talking specifically of the over-promising and under-delivering on game design. not the technical issues which is a whole separate problem that may or may not be solved by UE5

[–] dog@suppo.fi 3 points 2 years ago

Now if only CDPR would eliminate their crunch work environment, and release games when the DEVS say it's ready.

If you can't afford advertising the game prior to launch, just don't. That's where for example Bethesda saved a ton of money. Released "complete" games within 1-3 months of the first announcement. (Do mind I've lost all hope in Bethesda)

In other hand, over-promising in terms of what's actually currently out is fine. The issue is when you ...

  1. Don't have the devtime. (Board releasing the game way before it's ready, because marketing is so damn expensive, and the stockholders want it now not later)
  2. Don't have the skill. (Which means re-training all your employees constantly)
  3. Don't have the work morale. (Which leads to talent bleed, further exaggerating point 2.)
[–] TheDarkKnight@lemmy.world 2 points 2 years ago

Additionally, this isn’t new IP like Cybeypunk was, you’re not designing in-game systems from the ground up or hashing out the gameplay loop…you’re just improving on an already existing formula that is well received. The main challenge is the new engine, but as you’ve said they will also get a lot of problems solved with UE too. I think it’ll be fine in the end.