Lead Quest Designer plays Cyberpunk 2077! #6



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

Playing Love Like Fire quest with my friend Philipp Weber, Acting Lead Quest Designer from CD Projekt RED! After meeting Johnny for the first time we have ventured to the open world to brawl with the twins and beat some cyberpsychos.

Cyberpunk 2077 is an open world RPG that I have co-created. As I love talking about design, storytelling and psychology in games, I have started streaming on Twitch and discussing it all with my audience.

My goal is to share everything I have learned over a decade in AAA games industry, openly exchange ideas, explain creative decisions and encourage the next generation of game designers and storytellers to create.

My socials:
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TWITCH ►► https://www.twitch.tv/pawesasko​​
TWITTER ►► https://twitter.com/PaweSasko​​
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Socials of my guest:
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TWITTER ►► https://twitter.com/PhiWeber
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Timestamps for your viewing experience:

0:00​​​ – Music
06:05​​ – Reveal of my guest: Philipp Weber
08:04​​ – Few words about Philipp Weber
17:54​​ – Back to the game – Love Like Fire
18:29​​ – Introduction of members of Samurai
21:00​​ – Depicting Johnny Silverhand
22:25 – Logos from Cyberpunk 2020
22:50​​ – Attacking Arasaka Tower
24:48​​ – Building the tension
25:15​​ – Designing encounters for Johnny
25:30 – UI as an element of storytelling
26:40​​ – Music adapting dynamically
28:26​​ – UI as a tool of storytelling
28:35 – Strategic use of TV materials
29:20​​ – Entrance of Adam Smasher
30:00 – Smasher shooting Johnny
31:25 – Entrance of Saburo Arasaka
32:10​​ – Handling props in the scenes
33:00 – Johnny Silverhand getting soulkilled
33:16​​ – First visit in cyberspace
33:45 – Guiding player’s movement
34:30 – Use of UI in story heavy moments
35:00 – Waking up on the landfill
36:50​​ – Execution of Dexter
38:10 – Driving with Takemura
38:50​​ – Entrance of three assassins and the chase
40:35 – Foreigners working in CD Projekt RED
43:00 – Scene staging after the chase
38:55 – Takemura changing throughout the game
44:09​​ – Narrative construction of Love Like Fire quest
44:50 – Deliberate use of black screens
46:03​​ – Use of music themes in a key moment
47:00 – Explaining complex concepts to the player
49:04​​ – Takemura’s cyberware design
52:33 – Constructing likable characters
56:46​​ – Important of characters being wrong
1:00:15​​ – Dynamic changes of character poses
1:03:15​​ – Use of MacGuffins
1:04:30​​ – Constructing emotional scenes
1:06:26​​ – Building games as a collaborative process
1:07:52 – Takemura’s selfie idea
1:08:30 – Awakening of Johnny Silverhand scene analysis
1:15:40​​ – Designing Johnny Silverhand as a singularity
1:17:55​​ – Naming objects in the game
1:23:09 – Review by TheSphereHunter of Cyberpunk 2077
1:24:30 – Starting quest Happy Together
1:27:50 – Telegraphing important events to the player
1:33:35​​ – Design intention behind Happy Together
1:35:05​​ – Environmental storytelling in contrast to the scene
1:35:55 – Tackling mental illness in the game
1:41:30 – Suicide triggered by mental illness
1:42:50 – Responsibility of the creator
1:44:09​​ – Drawing the line between creator and teacher
1:46:30​​ – Designing main layout of Night City
1:47:50 – Death of a pet as hurtful event
1:48:50 – Psychological trigger for an illness
1:50:33​​ – Defining the spectrum of topics for a cyberpunk game
1:51:40​​ – Maturity in Cyberpunk 2077
1:53:20 – Designing believable behavior of a character
1:56:10 – Gamedev career advice from Philipp
1:59:10 – Gamedev career advice from Paweł
2:02:20 – Reading recommendation
2:05:25 – Designing fistfighting quest
2:08:50 – Beat on the brat: Kabuki
2:10:05 – Setting up a scene with the twins
2:13:05 – Beast of Beauclair song
2:13:49 – Fight against the twins
2:15:20 – Post-fight scene setup
2:18:00 – Building the team of creative people
2:19:50 – Artists in the team supporting each other
2:20:18 – Takemura as the famous comedian
2:22:50 – Cyberpsycho Sighting: Demons of war
2:27:33 – Fight against Matt Liaw
2:33:00 – PTSD backstory told through emails
2:34:55 – Designing new narrative frame for cyberpsychosis
2:36:49 – Telling engaging stories in small narrative form
2:42:13 – Gig: Last login
2:44:44 – Cooperation of Level Design and Environment Art
2:45:30 – Combat started in gig location
2:45:45 – Playstyles in gig locations
2:49:48 – Rewarding player’s creativity
2:55:34 – Addressing relevant criticism
2:57:31 – Cyberpsycho Sighting: Where the bodies hit the floor
3:00:10 – Combat against cyberpsycho
3:08:05 – Post-stream questions
3:36:44​​​ – Stream is ending
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Thank you for watching!
#Cyberpunk2077

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14 thoughts on “Lead Quest Designer plays Cyberpunk 2077! #6”

  1. A question I forgot yesterday: I noticed NPCs attempting to hack V (incoming hack notification on screen) but then nothing happens. Is this a glitch/bug? It seems any attempts by NPCs to hit me with overheat after "the pickup" aren't effective at all.

    Thanks again to all the "reds" for all of your baller-ass work!

    Reply
  2. I really like your walkthroughs but I don't have time to watch them live, so I watch them later.
    I have question: What happened with all those scenes we saw in E3 2018 trailer? Is that even intended to be in final product?
    Btw:
    I really like the game, only critic besides bugs, AI (crowd behavior and daily routines), and other similar things, is that the main story is very short and I was hoping to see more quests with Voodoo Boys, because they seemed so important and I thought they will be a big part of the game.

    Reply
  3. You guys did such a fantastic job on the Johnny silver hand intro mission. Everything in the mission was perfect. I was smiling the whole time I was playing it! The music &reload animation were especially memorable. Side characters in the game are also excellent. CDPR does side characters better than any other game development studio imo. I’m looking forward to the expansions so we can see more of the side characters. Please consider adding new game+ to the game as we wait for the expansions. Thanks again for the streams and timestamps!

    Reply
  4. Perfect timing i just finished the last one!
    During that one you mentioned the cgi trailer (about the heist) and how you tried to copy the feeling into the game.
    How did you get to that decision to take that scene /part of the game in the trailer? It is great to introduce you to the world and to tell you a lot about the story because it is the beginning with johnny and also ties in perfectly with the keanu reeves reveal but on the same time it takes away something emotional from jackies death. Its still emotional but without it being spoiled before playing the game it could be even more emotional

    Reply
  5. I hope you guys will consider adding dynamic events to the city and Badlands. Assaults and Organized Crime events popping up in semi-random places would be so cool, for starters.

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  6. Hey Pawel, are there any aspects of the game you guys wish you had done Differently? ( I know with games like this, there is always small million things that could have expanded/improved, especially when the game is finished and you have a full, complete oversight of your work). From my perspective, I would narrow it down to:
    – MMO-ization of rpg systems: I think this was your weakest design decision, in Witcher, and remains here. The game would be better if it had no levels ( except as simply numeric tresh hold for gaining perks) and it was more similar to Deus Ex than Borderlands. By creating a loot system where basic stats on gear continuously increase throughout the game, it breaks difficulty ( as player damage super-inflates), introduces lvl scaling to the world to compensate ( which makes immersion worse), restricts exploration ( as player always has to go to content in his/her level range), breaks economy ( as prices on gear you sell also increase and increase), makes character progression worse ( as basic stat on your gear become more important than your perks, which are usually nerfect for sake of "game balance" ). It also goes against what Cyberpunk 2020 was really about: it had no levels ( except for skills) and a very grounded, down to earth feel ( as Mike Pondsmith designed mechanics of gear and combat based on real-life analytics), that made you feel like you're just one fish in the sea, and even some no-name street punk can take you down, if you're careless. I think this design really does disservice to all the effort that CDPR's writers, artists, world and quest designers, put into creating your games: we love your games precisely because they tell personal, believable stories and worlds, that feel authentic..in line of this, people who design rpg and gameplay systems, should design them so they feel like part of logical ruleset of the setting.
    I really hope you consider overhauling this and change design direction on this, in future: this seems to be widely criticized aspect of your games.
    – I think streetcred could have been designed differently. Instead of alternate XP scale, that simply increases ( by defeating enemies, completing gigs/quests), I think it would be more interesting if it was something that player can gain And lose. One of the most memorable parts of Witcher quests, was when it put you into interesting ( moral) decisions. In Cyberpunk, a morality ( good vs. evil) meter would be out of place, but what if you discovered if your fixer sent you to eliminate someone who turns out innocent of the crime? Do you do the right thing, help him and lose streetcred or complete the job? Or if, in another situation, guilty party wants to bribe you and you lose streetcred, but gain some unique gear or lot of eddies. I think streetcred would be more interesting if you could gain or lose it, more rarely, in unique situations, that tie into moral decisions that define your character, or unique events ( like completing a gig, in unexpected, cunning way). Also, instead of being used as restriction to buy gear ( even from Vic), it would be more logical if it was integrated as restriction to access areas ( like elite nightclubs), or you'd unlock access to unique ripperdocs.

    Reply

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