Recently, foreign media PC Gamer accepted the invitation to go to CD Projekt Red’s headquarters in Warsaw and interviewed the production team. The cyberpunk 2077 episodes of this demonstration is the same as the 48-minute demo that was released before, but it involves more details. Let’s take a look at what reporter Andy Kelly said

Night City.

The prototype of the Night City is California. During the show, cyberpunk 2077 screenwriters Swiecicki said: “We want the city of night to give California a feeling, not just an abstract dystopian society. California is a place full of diversity, different People, trends and culture are gathered here, and of course it is full of danger.”

When you walk on the cyberpunk 2077 street, you can feel the diversity. Thanks to the magic of the automatic generation program, people on the street rarely repeat, they have different body parts, faces, clothing and hairstyles. CDPR promises that this diversity will be even more pronounced when the game is released

About the different areas of the Night City, Swiecicki describes this: Watson is a cultural intersection, which is deeply influenced by Asian culture and has frequent crime problems. There are of course other areas, such as Westbrook, a middle-class settlement. Heywood was once the birthplace of technology giants, but it has now been abandoned. Pacifica is a suburb where it is taken over by gangs and is the most dangerous area in the city. No matter where you are in the city, you can find its dark side

“赛博朋克2077” subway map.

In Andy, I noticed the impact of sound design on shaping the diversity and complexity of the environment. The sounds of people talking on the streets, the whistling of whistle, the music surrounding them, and the sound of billboards are intertwined, and the language is mixed, making the environment more and more chaotic

About the city details, game movie animator Maciej Pietras said: “Details determine success or failure. In the third person “Witcher”, the game’s lens generally floats above the NPC, we will put this when making animations Consider it. But in Cyber Punk 2077, you can watch them very close, so we upgraded the animation. Even when it’s just NPC, we will also take its character and the past he has experienced. Take into account. The way of action or the decoration of the face will reflect what kind of person they are. We create them from the inside out.”

“We changed the way we create facial animations, using a new muscle building system. We have a lot of facial animation templates, which is crucial in first-person games. Now you can watch closer These characters, and our new technology allows us to better shape the facial details of the character. When you first see a street vendor, he will sell you your goods and let you look at the food he sells. At this time you should be able to see the enthusiasm and a series of physical movements on his face.”

Seamless narrative experience.

In the Demo, everything we saw focused on the action, but the screenwriter Swiecicki once again stressed that it was just one aspect of the game. He talked about the understanding of cyberpunk:

Some cyberpunk works focus on actions such as Terminator and Mechanical Warfare. But there are also some works that focus more on philosophical speculation, such as “The Blade Runner” and “Ghost in the Shell”. Our task is to balance both aspects. In the game you can not only experience the thrill of using mechanical prosthetic and high-tech weapons, but at the same time the story will have a certain depth. We want to question the identity and individuality of people living in this world of technology.Most of the action scenes in

Demo is to show the game system as much as possible. Narrative is very important to us. We want to tell stories that can resonate with people’s emotions, and we also have to ask people questions. You can appreciate it in the game, which is a very important part of the game

At the same time, Swiecicki also emphasized that CDPR is a studio that started with storytelling. Every department in the studio works closely with the writer

Another goal of CDPR is to make the game process as seamless as possible, whether it’s moving around in the city or in a conversation

In “Witches”, when you start or end a conversation, there is a short transition time. But in “Cyber Punk 2077”, we hope to connect the battle with the narrative, which is not an easy task in the perspective of the scriptwriter. If you look at something in the conversation, the NPC will notice. We hope that the game will give players a lot of feedback, just like you become an actor in the scene, rather than passively playing

Substituting and interacting.

In order to achieve this sense of substitution, “Cyber Punk 2077” has a lot of polished tasks, the game’s task designer Patrick Mills said: “We hope that the characters you encounter in the game will produce you and your actions. In response, this does not mean how much you have reached a certain ability value (there will be a corresponding response), but rather, for example, he will ask you, “Have you spoken to that person before? What news did you get?” Is you get the news, you can use them in the next mission. If you kill the character’s friends, he won’t help you. We love this type of interaction.”

Some of the tasks in the game play a role in illustration, but more to shape the world, to render a specific atmosphere and to explore specific themes

The designed task will get the QA department to test and accept the “logic check”, that is, the QA staff will tell you what other ways to complete the task besides the game setting

The things you can do in the game may not be as much as the Legend of Zelda: The Wilderness, but there are many ways to accomplish the task. When designing a task, we will imagine what the player will do. After QA plays, it will give us feedback and tell us other ways they feel feasible. So we add these new content to the game and the complexity of the game is improved. Some interesting content is generated from this process

Task design.

“The cyberpunk 2077” background is set in the future, which also brings a lot of possibilities to the game, such as the way to pick up the task

Remote communication brings a lot of possibilities and makes the game more immersive. How do you “take the task” in the real world? Usually you can call or accept text messages, such as “Can you bring that thing for me?” Our development team constantly adds small events to the city. Related to the task. For example, you will see a few people on the street, and eavesdropping on their conversation may lead you to a new task. Or maybe because you have a conversation with them, they will appear in another task a few hours later and give you some feedback

Screenwriter Swiecicki said: “Compared to the medieval background setting, the cyberpunk setting can better attract players to the mission. It is possible that you are suddenly pulled down by a task while walking on the street. People go in. People like the tasks in “Witches”, those tasks are carried out by a small point, slowly and deeper, more and more complex stories are involved, which is what we hope to bring to the cyberpunk 2077”.”.

The squad task in “Witcher” left a deep impression. In “Cyber Punk 2077”, the production team hopes that the quests will maintain high standards

Mills said: “The side missions are sometimes limited. We can’t all rely on the structure of the three curtains. But we hope that all the feeder missions are unique. If I propose to help someone recovers the stolen money. The task, that will certainly not be passed. This can be a small event, but the task should be something that everyone has never seen before.”

“I enjoy the feeling of creating tasks that exceed people’s expectations. For my favorite example, there is a tax collector in “Witcher 3”. If you bring a lot of money, then he will ask. How do you get the money and calculate how much tax you owe. It is this detail that makes the whole world more visible. I want to reproduce them in Cyberpunk 2077. This is not just a world of killings. Yes, you are a mercenary. Your job is to shoot someone else, but you have other things to do.”


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