PCPOWERPLAY

CRACKING THE CODE

The designers of some of the BIGGEST RPGs think more complex tech is making things harder

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During a designer roundtable, Cyberpunk 2077 quest director Pawel Sasko and other RPG veterans discussed the “staggering” complexity of triple-A games. The article titled ‘The cinematic BioWare-style RPG is dead, it just doesn’t know it yet’ caused “a commotion” at CD Projekt Red, said Sasko: “Everyone, after reading this article, said, ‘We mostly agree, actually, with the thesis. At least when it comes to triple-A, we are just running at a fucking wall, I think, and we’re gonna crash on that wall really soon.’”

Many RPG players assumed that as CDPR had done such a fantastic job with The Witcher 3, it should be able to do the same with Cyberpunk. But Cyberpunk’s more immersive first-person presentati­on ended up making it a vastly more difficult game to build. “Witcher 3 has so many fucking tricks,” Sasko said, explaining one in particular – the way it would often cut to black to stage scenes or transition between bits of a quest, letting the developers change elements easily. “Sometimes there’s a scene of a guy behind a bar, and he’s like, submerged waist-up in the terrain because we didn’t have animation. So he’s just sitting there: but he looks perfectly fine. Then you look at Cyberpunk. No cuts, no black screens, you’re ‘in’ V all the time. Staging is in-person. It got so incredibly more expensive to generate branches. Adding branches to Witcher 3 was so easy in comparison.”

Former Dragon Age creative director Mike Laidlaw said the

THE CHALLENGE IS CONTROLLIN­G PLAYER EXPECTATIO­NS

challenge is controllin­g player expectatio­ns, adding that while working on games like Jade Empire and KotOR, BioWare had simple tools for creating most conversati­ons.

“I do think what you guys tackled with Cyberpunk was so phenomenal­ly aggressive and I’m terrified at what that must have done to all of you,” Laidlaw said. “It was like the unbroken perspectiv­e of Half-Life 2 but with all the branching and stuff from all your titles.”

A QUESTION OF QUALITY

Laidlaw mentioned Wildermyth as an example of effective procedural narrative, and Strix Beltran, the narrative director of Hidden Path Entertainm­ent’s upcoming D&D RPG, predicted that procedural narrative tools will help “crack the code” of pricey triple-A game developmen­t by making it easier to tell larger-scale stories, though they won’t be a cure-all. “What is quality? I don’t want to interrogat­e how you judge a game, but there’s so many things that make a game good. I prefer to focus on emotionali­ty.”

Wes Fenlon

 ?? ?? TOP: The “wall” Sasko refers to is the ballooning complexity and expense of making games like
Cyberpunk 2077.
TOP: The “wall” Sasko refers to is the ballooning complexity and expense of making games like Cyberpunk 2077.
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 ?? ?? TOP: Sasko says Disco Elysium’s a great example of an RPG that could add narrative branches relatively cheaply, thanks to the text-heavy, top-down presentati­on.
ABOVE: “As soon as you’re delivering something that starts to be cinematic, you then are essentiall­y inviting comparison to the most cinematic things,” says Laidlaw.
TOP: Sasko says Disco Elysium’s a great example of an RPG that could add narrative branches relatively cheaply, thanks to the text-heavy, top-down presentati­on. ABOVE: “As soon as you’re delivering something that starts to be cinematic, you then are essentiall­y inviting comparison to the most cinematic things,” says Laidlaw.

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