Quest Director plays Cyberpunk 2077 #68!



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

After an energizing talk about everything game-dev related, we have jumped into Cyberpunk 2077 to continue the storyline of Kerry Eurodyne and did the Second Conflict quest.

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 the 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
INSTAGRAM ►► https://www.instagram.com/pawelsasko
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Timestamps for your viewing experience:

0:00​​​ – Music starts
04:47 – The stream starts
05:37 – Girls in the Game (Dziewczyny w Grze) mentor jacket
09:00 – Steel Series Netrunner headset
10:00 – Cyberpunk 2077 esseys
11:20 – Textures in The Witcher 3
13:25 – Cyberpunk 2077 swag
15:30 – Reddit customer support thread
17:24 – Morgan Blackhand in the lore
18:40 – Romances!
19:39 – Observations about Hogwarts Legacy
20:43 – Hogwarts Legacy discourse
32:30 – Harry Potter, LotR and Star Wars
33:04 – Favourite Witcher books
37:30 – Dying Light 2
41:11 – NieR: Automata
46:50 – Junior and Intern positions
49:10 – Polish voice actors of V
51:35 – Psychology in narrative design
53:45 – My GDC 2022 experience
1:01:18 – Meeting Mr. Kojima
1:06:03 – Devs from Guerilla and Techland
1:08:08 – The Witcher: Old World
1:09:48 – Atomic Heart
1:14:05 – Cyberpunk 2077 video by Klocuch
1:16:10 – Textures in The Witcher 3
1:19:45 – The Last of Us Part II
1:26:00 – Rebel Wolves studio
1:28:26 – Linear vs Open World games
1:35:55 – My kind of Quests
1:38:05 – Starfield
1:41:20 – My work as Quest Director
1:43:20 – Internships in narrative departments
1:48:25 – Studying the game’s internal mechanics
1:49:20 – Artist’s advice about the portfolio
1:50:25 – Quest log updates
1:55:34 – Agile methodology
1:57:54 – My favorite GTA game
2:03:00 – Best quests in Cyberpunk 2077
2:06:40 – Meaning of Never Fade Away
2:07:30 – Back to playing the game
2:09:00 – Camera when driving the motorcycle
2:11:00 – Playing on mouse and keyboard
2:13:50 – Arrived by the Totentanz
2:18:35 – Entering the Totentanz
2:19:25 – Design behind Totentanz
2:21:22 – Screen time of characters
2:24:48 – Talking to the bouncer
2:26:00 – Elevator to Totentanz floor
2:29:00 – Facing Maelstromers bouncers
2:31:55 – Tontentanz’s dancefloor
2:32:00 – Community in Totentanz
2:33:14 – Scene System prototypes
2:34:49 – Music in Totentanz
2:36:40 – Lore of Totentanz venue
2:38:20 – Finding Nancy
2:40:45 – Escorting Nancy to the elevator
2:43:37 – Non-linear paths in Totentanz
2:45:50 – Successful run through Totentanz
2:47:29 – “Den Den was here” easter egg
2:58:55 – Supporting character building on emails
2:59:20 – Isle of Mists quest from Witcher 3
3:00:40 – Getting out with Nancy
3:03:50 – Programming in game development
3:05:20 – Driving back with Nancy
3:06:40 – Real-time rides through Night City
3:09:41 – Games are art evoking emotions
3:12:10 – Talking to Kerry about Nancy
3:13:03 – Structure of Second Conflict quest
3:19:05 – Advantage of missing out
3:20:53 – Anticipation buildup by Denny’s villa
3:21:40 – Denny’s car
3:23:08 – Kerry’s car by Denny’s
3:23:40 – Walking into Denny’s garden
3:26:00 – Talking to Kerry about Henry
3:27:46 – Denny vs Henry scene
3:30:35 – Desing behind Denny vs Henry scene
3:35:34 – Closing thoughts
3:37:37 – Stream ending

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Thank you for watching!
#Cyberpunk2077

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15 thoughts on “Quest Director plays Cyberpunk 2077 #68!”

  1. OK, Mr. Sasko, your short note( 2:03:50 ) that may be some things in Sinnerman quest weren’t clear is they should be(for me), made me to revisit it in my memory and to see what I can dig there, despite I felt that I don’t get main idea of it.

    Short version: I figured out a few topics here: 1) Sincerity of remorse when the person did wrong deeds willingly, especially critical ones as killing people. 2) The possibility of redemption after the person took someone’s life – such things are unfixable, you can’t return those people and no matter what you do for the sake of redeeming yourself – it’s burden till the end of the life. And in terms of Night City – does it exist at all? 3) Belief in your own idea/agenda/will sometimes is much more important than being wrong or right. And no matter what consequences it would bring upon your head.

    The main problem is that I carved these topics by «cold» rational thinking of what happened during questline meanwhile any other «big» questline was understood by me intuitively, though I noticed that a lot of people completely don’t get what they’re about. And «cold» mind without emotions attached to it – probably, not the best thing in terms of getting the first experience.

    Long version: First of all, I’m extremely far from religion and know almost nothing about it. But it seems to me that it’s not crucial for this quest to have background/deep knowledge about religion. Joshua committed such crimes as murder of a few people. And then, with the flow of time and his retrospective on his actions he understood that he was wrong and thus was seeking for some kind of forgiveness/redemption. The question is – was he really sincere in his repentance? I suspect killing another person is one of the heaviest sins in terms of religion, the law looks different on It as well comparing to crimes like thefts, destruction of something, etc. And from common sense point of view – death of someone else is irrevocable process. Keep all of that in mind, and the fact that he realized his misdeeds only after a while when he was already serving a sentence in prison. Prison can be pretty grim and lonely place – so he used his contract with studio in some way to surround himself with people – but ended up alone as he was before, as nobody understood him. And at last, crucifixion – he was terrified about upcoming death, it’s normal – death is always scary no matter who you’re. But the thing is that he asks V to repeat the words with him – he’s looking for support, and he has some doubts. And the fact that braindance can become a «failure» without V’s support tells a lot. I think the main factor which Joshua was really driven is primal fear. He wanted to be forgiven for what he’d done, he FEARED to stay the murderer till the rest of his days. He was AFRAID of being alone, so he tried to surround himself with people. He was AFRAID that he wouldn’t be understood by anyone even after crucifixion. Fear, fear and again fear. We got quite good example of Johnny – that dude never needed support or understanding from someone else, only guns and guitars to accompany his path into nowhere, and he didn’t regret about at in afterlife as well. Johnny was sincere. Joshua? I have doubts.

    So, the second topic comes from this – his search of redemption. He was looking for forgiveness from relatives of people he murdered and understanding from masses with his final braindance. Joshua is product of Night City, a place with extremely high crime level, where death of someone is not tragedy, but daily routine. So he acted by feelings and instincts. But then he stepped away from that, at the same time trying to find understanding from the side – which was never there. Night City is the embodiment of absolute victory of material values. Best cyberware implants, braindances for exploring not your emotions, huge focus on physical joy and wealth and so on – it’s all about body. There’s just no place for thing which might be named as «soul», and religion as well often refers to something beyond just physical abilities of human body. And it’s the core reason why Joshua even didn’t have a chance to be understood by someone else. NC pushed him towards usual reality of crimes and death. And instead of trying to get out of that pit, at least looking up, he only stared its very bottom – he couldn’t revive people he killed, but still was paying visits to their families, trying to get understanding from them. He couldn’t change anything about his past. And the only thing about future was braindance with crucifixion. That braindance was just another product of NC to NC inhabitants and nothing else. Not idea, not sacrifice of the Person. Product. Joshua was looking for redemption where it never could be found. Instead of focusing on what made him to step on that road and attempting to prevent others from stepping that way – he chose to stay in the past. In some way, he’s contrary to the main topics of V’s story – fighting for life till the bitter end and standing his own ground no matter what. In other words – will for life and acceptance of its ending at the same time.

    But in the end, it doesn’t matter whether Joshua was sincere, right or not – all of it going to the background, as his motivation why he’s doing all of this. He has enough belief to continue his path, which he chosen. V can make him fail braindance quality, but he can never change Joshua mind about sacrificing his life. And the biggest indicator here that Joshua is doing it all «for real» is Johnny’s reaction. Silverhand, who was always cynical, even about Evelyn’s way to go, and having caustic irony for any matter even if it’s matter of life and death – during crucifixion Johnny is absolutely serious. The same way he was serious about Peralez, if you chose to tell him the truth, and future mayor decides to resist it. Johnny saw the real determination and people’s commitment in what they believed in this City, which is artificial and chaotic to its very core. And that sparkled a little fire in our Rebel Boy. He saw in those people, that they stood their ground and believed in their ideas, no matter how they’re wrong or realistic about it. Like Johnny once did himself. Despite that nowadays we’re encouraged to act straight logically in our lives by any kind of system – society, laws, the market, the people around us, etc. beliefs are the part where the logic just don’t work. Beliefs are what allows us to go through the darkest days of our lives, believing that there’s the light in the end of tunnel. Even if it isn’t true at all. Beliefs in your ideas/will/rightness – that’s one of the core things which allows to survive and move forward with some goal.

    May be that’s why this final topic of the questline is the most important one and it may let go others.

    To be honest, right now I’m even more confused about different layers of this quest than when I first played the game, but in a good way – at least, I have food for thoughts. Probably, because of my own beliefs (or worldview in other words), I can’t truly understand Joshua motives or people like him, as I see that they openly fail for traps or I just realize how their fights are fruitless. I see and feel the sense of Peralez actions, who is «Rebel inside the System». I get much more understanding of «Outside Rebel» like Johnny. But in case of Joshua – damn, his beginner type of «Rebel» seems something strange to me.

    As far as I see now, this quest could be easily interpreted in absolutely different ways comparing to what I wrote above. So, I would say it’s extremely open for player’s personal interpretation – I mean, almost any of the game’s topic is, but Sinnerman is just open construct for getting absolutely different pictures of the same story. And that’s why I feel I «shoot some bullets», but can’t really feel that I hit the target. Probably, sometimes it’s just good not to know that whether you’re right or wrong, eh?

    In the end I’d say it’s the most unique questline which I’ve ever seen in video games and not without a reason.

    Reply
  2. Thank you again for an amazing stream! Can't wait for the expansion! I know it will be a good one. My only hope for it is that we'll see more of the romances from the base game 😉

    Reply
  3. Great stream Hope you can get to the Witcher 3 at some point. I wondering what you Thoughts are on Making dialogue systems in open Worlds a bigger part of the gameplay. Also having a dialogue system out side of quests that allow you to defuse situations. Feels like a lot games focus on combat. Do you think dialogue could be used as main gameplay feature, that could be used in the same way as stealth and combat? Also how does having a car vs a horse in an open world change the way you design an open world if it all?

    Reply
  4. Cyberpunk sidequests should be implemented in the main story like how Hogwarts Legacy makes you do certain sidequests to progress to the main story. Got more to say but I think this really stood out for me when comparing my 2 favorite games at the moment.. pretty cool imo

    Reply
  5. Intresting about the Different IP I think Naughty have done it With crash, Jak and Then Uncharted and Last of us. But I do Think some Devs who do not Switch and focus on One IP end up less innovative. So devs have been able to switch Ips, Rockstar in In the Ps2 to ps3 days making games Like Manhunt, Midnight club, Table tennis, Maxpayne 3, The Warriers and Bully were able to do that. Sucker Punch With Ghost of Tushimia were able to mix it up for themself instead of making another Infamous game.

    Reply
  6. Thank you for the stream! Love the new honest stream name 😀 But those talks are always entertaining and informative, I wouidn't mind a Just Chatting stream one day, to be honest 🙂

    Have a good week, you and the REDs!

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