Jason Schreier on what caused the disastrous Cyberpunk 2077 rollout – Long posts

Jason Schreier on what caused the disastrous Cyberpunk 2077 rollout

Joe Ortiz
I work in the IT/Marketing/Social fields, a Culture Vulture in heart and an one part geek in a all-rounder way!

@joe on Pnut

Fans and journalists were wowed by Cyberpunk 2077’s ambition and scale. What they didn’t know was that the demo was almost entirely fake. CD Projekt hadn’t yet finalized and coded the underlying gameplay systems, which is why so many features, such as car ambushes, were missing from the final product. Developers said they felt like the demo was a waste of months that should have gone toward making the game.

Even as the timeline looked increasingly unrealistic, management said delaying wasn’t an option. Their goal was to release Cyberpunk 2077 before new consoles from Microsoft and Sony, expected in the fall of 2020, were even announced. That way, the company could launch the game on existing PlayStation 4, Xbox One, and PC, then “double dip” by releasing versions down the road for the next generation consoles. People who bought the old console versions would receive free upgrades when the new ones were available. Some engineers realized that Cyberpunk was too complex of a game to run well on the seven-year-old consoles, with its city full of bustling crowds and hulking buildings. They said management dismissed their concerns, however, citing their success in pulling off The Witcher 3.

Sounds like a healthy place to work with management “committing to quality”

https://www.bloomberg.com/news/articles/2021-01-16/cyberpunk-2077-what-caused-the-video-game-s-disastrous-rollout

Also some birdsite tweets on some extras using nitter: https://nitter.snopyta.org/jasonschreier/status/1350326730481922050#m

https://nitter.snopyta.org/jasonschreier/status/1350327190882312192#m

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