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The director of CD PROJEKT RED, who created “Cyberpunk 2077” and “Witcher 3”, talks about the points that should be emphasized when producing a game-GIGAZINE


It can be said to be an open world RPG monument.The Witcher 3 Wild Hunt“or,full of bugsSteam’smain sellerA near-future RPG that shinescyberpunk 2077There was a lecture by Mr Paulo Sasco, who was involved in production”, and how to present important information to players in an open world exploration game, how to convey the complexity of the story without wasting resources. I explained the subject.

Key lessons from The Witcher 3 and Cyberpunk 2077 quest design
https://www.gamedeveloper.com/gdc2023/10-key-takeaways-from-the-quest-design-of-cyberpunk-2077-and-the-witcher-3


According to Mr. Sasco, who took the stage at the world’s largest conference for game developers “Game Developers Conference (GDC) 2023”, in order to create a game that players are enthusiastic about, players “move in search of the next story ” Action needs to be encouraged. It is usually achieved by deliberately withholding important information, and it seems necessary to create something that stimulates the player’s ‘readiness for information’.

When Mr Sasco’s team created the game, it seems that the above goal was achieved by making “the goal of emotionally affecting the player” an important pillar in the story. Emotional goals are stories or scenes that are memorable, emotionally moving, or affect the player.

When depicting these scenes, it seems important to give each scene enough time and ‘never rush’. Sasco added, “Real life can be unhurried,” he said, noting that it was important to give players a chance to bond with their characters by creating human rather than intense moments.

For example, in “Cyberpunk 2077”, there is a scene where a character named Panam puts his feet on another character’s lap and talks. These small gestures can have a big impact on the audience.


Another way to attract the player’s attention is to use “catchphrases”. You can achieve this goal by eliminating repetitive phrases in your conversations with NPCs and eliminating the “noise” that mixes with your conversations.

For example, less important dialogue should be shown while other actions are being taken, such as when the player walks to another point with an NPC. On the other hand, important conversations are displayed in a scene where the player can concentrate.


RPGs with long stories often present players with “choices”. Among the options, if you choose a certain option, the NPC will die, or the faction that will become an ally in the future will change. It is important to give meaning to the game. Presenting options itself is not ‘necessarily exciting’, and when presenting options, it is important to give the player a chance to think.

Finally, Mr. Sasco said, “It’s important to create a design that allows other areas of the team to appeal to their respective expertise and interests. I need to know,” he advised.

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