November 2, 2024

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Director of CD PROJEKT RED, who created ‘Cyberpunk 2077’ and ‘The Witcher 3’, talks about points to stress in game production- GIGAZINE

Director of CD PROJEKT RED, who created ‘Cyberpunk 2077’ and ‘The Witcher 3’, talks about points to stress in game production- GIGAZINE



It can be said that it is a monumental open-world RPG.The Witcher 3 Wild Hunt“or,Full of bugsSteamtop sellerA futuristic RPG in which to shineCyberpunk 2077A lecture was given by Mr. Paolo Sasco, who co-produced “How to provide important information to players in an open-world exploration game, and how to convey the complexity of the story without wasting resources.” I explained the topic.

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


According to Mr. Sasko, who took the stage at the world’s largest game developer conference “Game Developers Conference (GDC) 2023”, in order to create a game that players are passionate about, “players are moving in search of the next story” It is necessary to encourage work. This is usually accomplished by deliberately excluding important information, and it seems necessary to create something that stimulates the player’s “want for information”.

When the Mr.Sasco team created the game, the above goal seems to have been achieved by making ‘the goal of affecting the player emotionally’ an important pillar of the story. Emotional objectives are stories or scenes that are memorable, emotionally impactful, or affecting the player.

When drawing these scenes it seems important to give each scene enough time and “never rush”. “Real life doesn’t rush you,” Sasko added, noting that it’s important to give players a chance to connect with their characters by creating moments that are human and not intense.

For example, in “Cyberpunk 2077” there is a scene in which a character named Panam puts his foot in the lap of another character and speaks. These small gestures can have a huge impact on an audience.

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Another way to get a player’s attention is to use “brief expressions”. You can achieve this goal by eliminating repetitive expressions in your conversations with NPCs and getting rid of the “noise” that gets mixed up in your conversations.

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


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. , important to give meaning to the game. Presenting choices by itself is “not necessarily exciting”, and when presenting choices it is important to give the player a chance to think.

Finally, Mr. Sasko said, “It’s important to create a design that allows other areas of the team to align with their specialties and interests. I need to figure that out,” he advised.

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