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“Don’t worry about the amount of content in the game”: Cyberpunk 2077 level designer on cut-out mechanics

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Cyberpunk 2077: Why Patch 1.1 has to mark a turning point for CD Projekt

During 2020, the developers of Cyberpunk 2077 said several times that they decided to abandon a number of mechanics in the game. Among them, for example, customization of cars, running on walls and the subway. This became so actively discussed in the community that the network even began to disperse fakes that CD Projekt RED decided to cut something that was never actually confirmed.

Senior level designer miles Tost decided to comment on the situation in the official Discord channel Cyberpunk 2077.

The game never had the ability to take a weapon in both hands, and I explained several times why we eventually abandoned the branch of the technique class. I don’t know what else to say. If in doubt, wait for reviews from people you trust. Not every game suits everyone, and we can’t change that. No one is forcing you to buy Cyberpunk 2077 on release, and no one at CD Projekt RED wants you to be disappointed with a game that you might not like.

Miles Tost
senior level designer

According to Tost, content is cut out of games at the development stage all the time, and often players just don’t know about it — so it’s not discussed.

The situation with cut content in Cyberpunk 2077 is so transparent because we were happy to give in to the wishes of the community and showed that demo in 2018. Think about it — it was two years before the release. Of course, we changed something. There will always be ideas that sound good on paper but end up not working in the full game in conjunction with other features.

Miles Tost
senior level designer

In particular, Tost recalled that a lot of things were cut out of the Witcher 3 at the time, and he believes that the game only got better in the end.

I understand that this is frustrating, and it’s hard to fully understand without the context of the development environment. In this case, I only kindly ask you to trust us. Or take a look at the creation stories of other games that you might like. Believe me, during their development, some interesting mechanics were also cut out. Despite this, you love these games-perhaps even because something was cut out of them.
In the end, it all comes down to how much fun you get from the game, and we try our best to make our game as interesting as possible. Sometimes you need to make difficult decisions to achieve this, and this time you have witnessed them.

Miles Tost
senior level designer

Finally, Tost asked players not to worry about the amount of content in the game and noted that CD Projekt RED does a poor job of estimating its volume.

If you are worried about the amount of content in our game, please don’t. We are notoriously bad at estimating duration.

I remember how we thought that in the third “Witcher” you can see all the content in 100 hours. That’s why we try not to give ratings anymore.
I can once again say: guys, you haven’t seen anything at all yet, and the release is less than a month away. Your questions will be answered soon, and I can’t wait for the day when you can play. The wait was long.

Miles Tost
senior level designer

Cyberpunk 2077 is released on November 19 on Xbox One, Xbox Series, Stadia, PC, PS4 and PS5. Before the CD release, Projekt RED will show another Night City Wire.

I enjoy playing games, and gaming is a passion of mine. Among my favorite games are Tears of the Kingdom, GTA, and Cyberpunk.

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