Tacticular Cancer: We'll have your balls

  1. Having trouble staying logged in? Note: We are rpgcodex.NET not .COM. Trying to login via .com will cause issues. Make sure you are on rpgcodex.net to login and all will be fine.

    And if the Password Recovery doesn't work (there was an error transitioning accounts during the upgrade), use the "contact us" link right down the bottom right of the forums and harass us about it. Include your account name and its e-mail address (or whatever parts of it you remember).

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview What The Witcher Taught CD Projekt about RPGs: A Gamasutra Interview

Discussion in 'RPG Codex News & Content Comments' started by Crooked Bee, Jul 16, 2012.

  1. Crooked Bee Nyadmin Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Posts:
    8,837
    Race Traitor
    Wasteland Ranger
    Dead State
    Brian Fargo
    Divinity: Original Sin
    Click here and disable ads!
    Tags: CD Projekt; The Witcher; The Witcher 2

    Gamasutra has put up a three-page interview with "key staff members from CD Projekt RED" (namely, Marcin Iwinski, Adam Badowski and Michal Platkow-Gilewski), with questions concerning The Witcher, the RPG genre, as well as CDPR's upcoming sci-fi game. Have a snip:

    In Cyberpunk's case, how are you approaching the series' existing pen-and-paper rule set? Is it influencing the way you approach design?

    MI: We are not limiting ourselves to using a certain set of rules, but rather we're looking at it as a general [guideline]. We'll use it as much as it makes sense, and of course we'll really rely on the support of [Cyberpunk creator] Mike Pondsmith.

    He's a game designer who's also knowledgeable about computer games, and he's been really excited to work with us. We think we can really use his expertise to the advantage of the game, and that's something we didn't have with The Witcher. He's consulting with us on a fairly regular basis.

    [...] AB: The idea for Cyberpunk is quite simple. You have this universe... and it goes back to what you were asking before. The license aggregates all ideas about cyberpunk as a genre. It has elements of Blade Runner, it's futuristic, but it's also a bit retro... there's almost everything in this universe. We have a lot of experience with storytelling after making The Witcher 1 and The Witcher 2, and we have to use it. We're not going to make compromises when it comes to that, and I think what we're doing will surprise our fans.

    Speaking of The Witcher 2, I'd love to hear about the lessons you all learned during that game's production. Looking back, what sort of things did you learn from The Witcher 2, and how are you carrying them forward into Cyberpunk?

    AB: It's quite complicated, but it all comes down to design. We spent days discussing a general postmortem after we finished The Witcher 2. What we learned is that we need to attract people with a smoother learning curve when it comes to the storyline.

    On the other hand, we want to keep that mature setting, and offer something deeper than the usual war between good guys and bad guys.

    [...] MPG: Players should be able to choose how deep they want to enter the story, the plot. If they're really hardcore, they can really dig deeper and deeper and deeper, and if they're just casual, they can still learn about the characters and the story, but they'll do that by going in another direction.

    AB: Sometimes you might find some external characters, or some scripts to read that reveal different branches of the storyline, and this stuff is very interesting for our hardcore players who really want to learn more.

    MI: With Witcher 2 we hit another problem, where a lot of people came in new to the franchise, and they were like, "I don't even know what happened in The Witcher 1!" So we're thinking about ways to introduce people properly to a complex story.

    Take Gears of War. A lot of players don't care about the story, but there is a huge universe around that series. For us, it's very important to attract player and make them want to explore the storyline. If you think of a game has having a gameplay level and the story level, we need to find the perfect mix between them.

    Click here for the full interview.
  2. Zed RPG Codex Staff

    Zed
    Joined:
    Oct 21, 2002
    Posts:
    8,678
    Location:
    Northward
    Iwinski > Badowski.
    Tolknaz and Roguey Brofist this.
  3. Licaon_Kter Scholar

    Licaon_Kter
    Joined:
    Mar 8, 2006
    Posts:
    309
    Location:
    Between the keyboard and the chair.
    /in before: "attract people with a smoother learning curve when it comes to the storyline" = "slipstreaming it for the kids" = consolization = $hit = whatever butthurt

    It's all about the "I don't even know what happened in The Witcher 1!" & about the fact that the Prologue was hard and was killing "a lot of people [that] came in new to the franchise" that were not used to (read were lazy to read a manual) the whole Witcher style of doing things. They could of fixed that with a 4 minute video, and they kinda did but they just released them on the web before the Xbox version was out instead of sticking them as an intro/tutorial video back in 2011 on the first release too: (WHAT HAPPENED) https://www.youtube.com/v/RPHgWfWFr9k and (WHAT'S A WITCHER?) https://www.youtube.com/v/AzfFPONyjSw and the most important one: (HOW DOES HE?) https://www.youtube.com/v/BMc1ySC6Qao
  4. Crooked Bee Nyadmin Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Posts:
    8,837
    Race Traitor
    Wasteland Ranger
    Dead State
    Brian Fargo
    Divinity: Original Sin
    Oh shit I didn't put their last names in lexicographical order. How could I. :P
  5. Mozgoëbstvo Learned

    Mozgoëbstvo
    Joined:
    Nov 23, 2011
    Posts:
    812
    Location:
    Od Vardara pa do Triglava


    Realistic translation: we put the "loosely" in "loosely based on". :cool:
  6. Morkar illiterate

    Morkar
    Joined:
    Dec 9, 2008
    Posts:
    2,380
    Location:
    Germany
    CD Project, good riddance...
    Metro and Crooked Bee Brofist this.
  7. Black Prophet

    Black
    Joined:
    May 8, 2007
    Posts:
    5,510
    "Calling our games hardcore RPGs sells!"
  8. Rivmusique Learned Patron

    Rivmusique
    Joined:
    Mar 14, 2011
    Posts:
    674
    Location:
    Kangarooland
    Race Traitor
    Divinity: Original Sin
    So hardcore players are now people who want to know the story/background in a game? So all those Bioware fans who post about wanting to know more about their favourite LI's (always Tali) backstory are the hardcore gamers?

    This Hardcore Casual stuff needs to go, I always thought it was about time spent on the game but it now means so many different things, with Hardcore practically being a buzzword. Fuck.
  9. Infinitron RPG Codex Staff Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Posts:
    16,972
    Race Traitor
    Wasteland Ranger
    Dead State
    Server Slush Fund 2012
    Brian Fargo
    Divinity: Original Sin
    Reposting for truth.
  10. OldSkoolKamikaze Liturgist Patron

    OldSkoolKamikaze
    Joined:
    Jan 24, 2007
    Posts:
    5,516
    Race Traitor
    Wasteland Ranger
    Dead State
    Server Slush Fund 2012
    Brian Fargo
    Divinity: Original Sin
    Potato 2013
    Postmortem is indeed the appropriate term when discussing an abortion.
    root, Twinkle and Metro Brofist this.
  11. Micmu Erudite

    Micmu
    Joined:
    Aug 20, 2005
    Posts:
    5,786
    Location:
    Hooked on Alien Entertainment
    Just let cdprojekt sink themselves in AAA-console waters.
    It will be fun.
  12. sgc_meltdown Magister

    sgc_meltdown
    Joined:
    May 8, 2003
    Posts:
    6,000
    Like Mass Effect?

    I guess you can lead a nextgen roleplayer to actual choices but you can't make them appreciate it
  13. Infinitron RPG Codex Staff Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Posts:
    16,972
    Race Traitor
    Wasteland Ranger
    Dead State
    Server Slush Fund 2012
    Brian Fargo
    Divinity: Original Sin
    [IMG]

    Too used to Bioware "choices" I guess.
  14. Suchy Prophet

    Suchy
    Joined:
    Nov 16, 2007
    Posts:
    4,958
    Location:
    Potatoland
    Don't. Do not take ANYTHING from Gears of War.


    Take Deus Ex instead.
    Jaesun and Alexandros Brofist this.
  15. l3loodAngel Learned Patron

    l3loodAngel
    Joined:
    Nov 19, 2010
    Posts:
    626
    Location:
    German showers
    Race Traitor
    So they will learn by not learning. I'll love to see this game's C&C.
  16. Beautiful Clown Painting Scholar Patron

    Beautiful Clown Painting
    Joined:
    Nov 6, 2009
    Posts:
    1,022
    Cyberpunk is boring. Why doesn't anyone design a Bergman RPG (Persona doesn't count as an answer): three people on an island and they only talk gibberish "Ja ja strukformstrung glozslisturd". And then you can break the chairs and the plates by pressing on W, that would be great. There would be fat loot in the form of a bandage on your finger+3. And then you shift to the next location: the great rock by the beach. And the three girls follow you and go "Ja ja ja sturmfruch brinsteloft". And then you press W to leave the island by swimming and then you drown. Next you arrive in Heaven and see God who looks just like the one from the leaflets from the Jehova's Witnesses, totally disco and you're really happy and then he goes: "Ja ja ja sturflipspurtzen grachnosti ja ja ja".
    SCO and Surf Solar Brofist this.
  17. sgc_meltdown Magister

    sgc_meltdown
    Joined:
    May 8, 2003
    Posts:
    6,000
    movies never translate well to games

    all I remember are some accounts of a die hard game being good along with a certain platform's minority report

    I would totally play a fifth element adventure game with quirky dialog and aliens though
  18. el Supremo Educated

    el Supremo
    Joined:
    Jan 1, 2011
    Posts:
    500
    Location:
    City 13
    [rose colored glasses on]
    Wait, if all that means that low int. character gets different story then, say, diplomat, I approve.
  19. Mozgoëbstvo Learned

    Mozgoëbstvo
    Joined:
    Nov 23, 2011
    Posts:
    812
    Location:
    Od Vardara pa do Triglava
    I think they instead mean "we write the lifestory of a character, but if you can't be arsed to click and listen to it all, that's fine too".

    Skill based limitations are BAD in today's world, remember!
  20. Tolknaz Learned Patron

    Tolknaz
    Joined:
    Dec 21, 2008
    Posts:
    448
    Location:
    Estonia
    Race Traitor
    Wasteland Ranger
    Brian Fargo
    Divinity: Original Sin
    The fuck? I thought one of the best things about them using an established p&p setting this time was that it has a way better rule set, than any half-arsed abomination they had in the past, or could ever hope to conjure up. So instead of adapting it for their own needs, they conjure up another half-arsed abomination of their own. Yeah, i guess i was naive. This is going to be like Shadowrun all over again.
    Oh and for the record, i liked The Witcher games, but i think they both had very weak mechanics and poorly thought out rules systems.
  21. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Posts:
    17,937
    Location:
    Seattle, WA USA
    Race Traitor
    Dead State
    Brian Fargo
    Divinity: Original Sin
    SO the PnP Rule Set is a guideline..... instead of the absolute heart of the game. OK

    :keepmymoney:
  22. racofer Thread Incliner

    racofer
    Joined:
    Apr 5, 2008
    Posts:
    16,003
    Location:
    Your ignore list.
    Will their Sci-fi game be about the Harvesters that come every 50000 years to reap every potato from the galaxy?


    [IMG]
    Infinitron Brofists this.
  23. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Posts:
    17,937
    Location:
    Seattle, WA USA
    Race Traitor
    Dead State
    Brian Fargo
    Divinity: Original Sin
    I don't think a race of sentient machines that destroy galaxies are part of the Cyberpunk PnP setting.

    The complete lack and focus of the PnP setting of Stats/Skills will probably be worse.
  24. Excidium WOOOOORLD EATEEEEER

    Excidium
    Joined:
    Aug 14, 2009
    Posts:
    7,678
    Location:
    Third World
    I honestly don't know what you people expect from an 'AAA' developer. A full port of a P&P ruleset? Oh yeah, that's happening. Besides, I don't know about Cyberpunk but some P&P rules just don't port well to PC, specially to an action RPG.

    At best you'd have something horribly butchered like in Bloodlines.
    Goral and desocupado Brofist this.
  25. made Prophet

    made
    Joined:
    Dec 18, 2006
    Posts:
    3,456
    Location:
    Germany
    I've never played Cyberpunk PnP (or even heard about it until now) but I'm going to be fucking pissed if the game doesn't follow the ruleset to the letter.
    root Brofists this.

(buying stuff via the above links helps us pay the hosting bills)