How Cyberpunk 2077 Changed CD PROJEKT RED | GameSpot Insider Documentary

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On September 23rd, fans and developers gathered in London to celebrate the upcoming launch of Phantom Liberty, the highly anticipated expansion to Cyberpunk 2077. The whole venue had been converted into a club straight out of Night City, guests showed up in costume, live bands performed music from the game, and even the star of Phantom Liberty himself, Idris Elba, made an appearance. [crowd cheering] Looking at all this, it's hard to believe that things weren't always this way for Cyberpunk. [Review] “Cyberpunk 2077 is phenomenally buggy...” [Review] “...constant overbearing glitches...” [Review] “This game is unfinished.” It's no secret that Cyberpunk 2077 had a rough launch. Despite that, it sold millions, but not without the burden of a tarnished reputation of a beloved studio. [Marcin Iwiński] We treat this entire situation very seriously, and are working hard to make it right. [Jake] And now, developer CD Projekt RED is on the verge of fulfilling its biggest promise yet. to redeem Cyberpunk. With only a few days before Phantom Liberty's release, we decided to pack our bags and fly to Warsaw, Poland, to talk to the team directly about the launch of Cyberpunk 2077, Phantom Liberty, and the lessons they learned along the way. [Paweł] Not everybody had a clear picture of where are we? What's happening? [Igor] It was really difficult at times. [Jakub] It was a tough release, let’s be honest. It was tough. [Jake] Most importantly, we wanted to know what redemption looks like for CD Projekt RED. [Adam] You cannot just put a spell on people and tell them ‘okay, believe’. [Dominika] It's like step by step, we try to regain that trust. I am waiting for the fans, to see what they say because this is the most important thing for us. [Sebastian] We can call it ‘redemption’ because it’s easy. I think it's more complex than that. CD Projekt RED is a huge deal in Poland. It's one of the largest companies in the country and is considered a point of pride among many of its people. [Barack Obama] “The video game developed here in Poland that's won fans the world over -- The Witcher.” However, what really put CD Projekt RED on the map was The Witcher 3: Wild Hunt. While other major game publishers were starting to catch wind of the live service model and trying to find new ways to monetize games, CD Projekt RED doubled down on its single player RPGs. For many, myself included, The Witcher 3 was a breath of fresh air. It went on to sell millions, and garnered universal acclaim from fans and critics. [Host] “The Witcher 3: Wild Hunt is one of the best video games ever made.” [Host] “That’s what it said on the front page of GameSpot.com when I woke up this morning. ” However, this story starts well before the release of The Witcher 3. On January 10th, 2013, the team released a teaser for their next ambitious project based on a niche tabletop RPG: Cyberpunk 2077. There was a lot of interest right from the get go, but with the success of The Witcher 3, expectations continued to rise. All the while, CD Projekt RED was staffing up in order to match their own lofty ambitions. [Jake] So, we’ve made it to Warsaw. We are on our way to the CD Projekt RED office, to see the launch of Cyberpunk 2077: Phantom Liberty. [Michał] So, here we are. So you enter the place with those two great statues of Geralt, of course, and V, and all the awards that they had and [magazine] covers. Here we are, this is localization. Localization for CD Projekt RED is obviously the thing that was always big. Remember Baldur's Gate, the first one? It was actually the first game in Poland to be localized to that scale with really actors that everyone in Poland knew. And here's gameplay. We had a bunch of initiatives [for Phantom Liberty] where everyone was invited to play the game, see what it's like and give their feedback. We have some social gatherings from time to time. Every two months or so. Oh, this is my team. [shouting] Where’s the ball? Łukasz is one of the top basketball players. at least of the communications team. I don't know about everyone else. [Łukasz] Top? Top of the bottom. [Łukasz] This is our motion capture system. We've got 104 cameras. Both the base game and the EP 1 were shot here. All of the gameplay is done here. Cinematics we shoot here, so those are more complex shoots because we have to sort of like create a physical environment for the actors to interact with. [Jake] I've done a lot of studio visits over my career, but I've never had this much access. Sections of the office dedicated to the forthcoming Witcher title were off limits, but beyond that, we were able to wander the halls, chat with devs in the break room and get a feel for the atmosphere. Chris even snuck away for a bit to film all of the office dogs. [Michal] ...and his name is Geralt. The funny thing about it is that it was not [his current owners] who gave the name to the dog. [Jake] That’s what we heard. [Michal] Yeah, yeah. So they bought him, and his name was Geralt, which was like as if he was meant to be their dog. Because how would anyone name a dog Geralt and then sell him to people who work for CD Projekt RED? [Jake] I think we got all the footage we need actually. [Michal] Yeah, you can go! That’s fine. After the tour, with 12 hours to launch, it was finally time to sit down with some of the folks behind Cyberpunk 2077 and Phantom Liberty. [Jake] Just generally, how does the atmosphere feel like today compared to 2020? [Jakub] It was a tough release, let’s be honest. You’re probably talking with multiple colleagues of mine and you hear pretty much the same story. It was tough. Most of the crew was actually working from home, so I think it was easier to cope with that, you know, staying at home. But, but yeah, it was it was an empty office, like a dead office for months actually. I think after the release we did everything we could, like literally everything we could. We invested a lot of effort in going into it with the 1.5 next-gen release where we actually diverted a massive part of the team to just like fixing the game. And I'll be very honest with you and say that making the team work on that game and fix it was really the hardest thing ever to motivate the team to put more effort was a really hard thing because everyone was so devastated after the release. [Sebastian] Actually, I put so much heart into the main game of Cyberpunk. And to be honest, still, so far it is the game that I've put the most of myself into it. So I have a huge sentiment. [Jake] When Cyberpunk 2077 initially launched, how do you encourage people? Because I imagine that was a tough time. [Adam] It was a super tough time and uh, and you cannot just put a spell on people and tell them ‘okay, believe’. People were lost, they had a lot of different thoughts about things and we had to use all, all our strengths to, uh, to motivate people as a team, to motivate particular single [people]. But one thing was super clear that we would like to improve things. We are not abandoning this IP, it’s great. I can't say that we had one methodology one idea how to motivate the team after the release. The concepts make people believe that the transformation is not phony. It's real. The organization has changed drastically. I mean, a very good way. And of course it was initiated by the release of Cyberpunk 2077. We stopped, and we had a lot of conversations about what to do, why and uh, and how to improve things. [Paweł] In the base game, we had this situation. We call it silos, right? So we have art silos, we had narrative silos and code silos, for example. And in each of those, those were like a few departments that were working on their own part and not really looking outside their silos, not communicating very well between each other and that's definitely something we fixed in Phantom Liberty. There is much more communication. Right now we have strike teams working on the quests. So it's not like the quest is made by a Quest Designer and he's just ordering stuff, like ‘I need an asset here’, ‘I need a character’, ‘I need a car’ and, and those teams are just figuring out what exactly he wants. Right now, they are working one team. [Adam] So the people know what my colleague is doing and how does it affect me and my part. We try to get rid of ‘my’, ‘yours’ from the communications. [Jake] During our interviews, one word kept coming up. Agile. The idea was to flatten communication, making it much easier for different teams to interact. Rather than keep all the artists, designers and programmers together, the company created ‘strike teams’ that consisted of developers from different departments. [Igor] Right now, the way we work, we have those agile strike teams, which is one or two specialists from each discipline working together and this is a team. So each of those teams is capable of delivering any part of the game, like fully, everything within it. [Paweł] There are meetings where you have an environmental artist, concept artist, cinematic animator, quest designer, level designer, etc., VFX artist, lighting artist and they all work as a team and they talk all the time, they review it every day they meet every week for a larger review. They play the game together to discuss it. So everybody in the team knows exactly what's needed. They come up with ideas, they discuss it, they validate those ideas internally, right? So, I mean, this location and how much it cost, it will be, VFX, lighting artist, environmental artist can contribute and tell what's what's doable, what's not. So it's much more [...] everybody has more knowledge. [Michał] It’s basically several people from different disciplines figuring out not just their own work, but their mutual tasks that they need to do to finish. [Karolina] And to give credit where credit is due, you're mentioning mostly content teams. There’s many tech teams, programmers, tech QA. [Michał] There’s QA, of course. [Karolina] There’s different kinds of programming. You know, there’s rendering, there’s core. And those people are doing God's work you know. [Paweł] You need to see the big picture. How the work you do, the model you create, the concept you create, the district you're designing, how it works in the bigger context of the whole product. Every milestone we have, the whole studio stops working and for three days they're playing the game from the beginning to the end. But it's really, really worth it to just understand the bigger picture and know what exactly where your part kicks in. [Karolina] So what's specific to ‘agile’, or the form that we adopted is incremental improvements and iterations. So when you, when you do iteration, then you can, you can earlier you can detect earlier when something is not good, you know. [Jakub] I think the most important thing is iteration. I think quality equals iteration. So if you can have multiple cycles quicker, you are not waiting, like, weeks to see iterative process from one team so your team can see it and say ‘it's rubbish, let's fix it’. I think it was a lesson we learned the base game that having just like independent teams create a silo system that, you know, it's not it's not making any easier really. [Igor ] The production framework allows those people to talk every day and just give other feedback and one-up each other, and support each other’s ideas. It’s just invaluable. Like for creative work, I think this is the only way to go right now, really. [Karolina] We are not perfect. We are in the process of [...] of getting better. And I ate a cupcake. Restructuring is only half the battle, though, and probably the easier one at that. After Cyberpunk 2077’s release, CD Projekt RED had a PR nightmare on its hands. The game was so buggy it was removed from the PlayStation store. Players were demanding refunds and it was getting thrashed by the community. CD Projekt RED had to do the impossible: regain the trust of its players. This is where the communications and technical support team stepped up. When it comes to triple-A game development, typically these teams act as an intermediary between devs and players. They take massive amounts of feedback from the community, distill it, find the underlying issues and share it with the development team. [Karolina] For us, releases are action mode and we act. We have experience with players reactions and understanding sometimes what like on the surface level is the symptom let’s say, and what it might mean underneath. And then translating it into development language and then tracking the issues and cooperating with many, many, many other teams to act about the things that we know, the data that we gather. We are not completely psychic, you know sometimes it's really important to players. Sometimes there are very big discussions about what this thing that actually does, or what it means. [Joao] Of course sometimes we are able to predict some of this stuff. They're going to be like they're more a little bit maybe more sensitive or like a bit of like a hot topic. So like, you know, when we changed like the system requirements, there was like a lot of discussion on that. How do we translate that to players, so they understand why are we doing that thing that we're doing, not just like, ‘oh, here are the new requirements ‘if you don't meet the requirements, I'm sorry’. There is like a little bit of like sort of predicting what's going to be like, what do we need to communicate or how do we communicate this and what could potentially cause a little bit of like sort of a backlash from players if they don't fully understand why we're doing those things. There's also this component of like being reactive, and it’s like ‘okay, this is a problem’. Like how do we communicate this? How do we explain this? So yeah, it's a little bit of both. [Dominika] Step by step, we try to regain that trust. Stuff like answering the DMs, right? And like actually acknowledging like what's up and with the community what their feelings are, what the emotions are, what suggestions maybe they have or concerns. This is stuff that we also bring back to conversations with devs and so on. [Alicja] There's some things, some issues that are super important for our community and maybe developers think that it's like a minor thing, but us hearing what community is saying, we, we try to push for it to be changed. [Alicja on stream] Now let’s go quickly over some changes to the UI that I know a lot of our community will be excited for. Our community really wanted to have a walk button on PC they can, Just to be able to walk around Night City take in all the views chill and maybe record some nice videos. It was possible on consoles but there was no button for it on PC and our developers like they didn't really understand why would they need it? It's faster to just run to places right? But we were pushing for that because we were getting so many messages about it and they finally did it. A lot of that feedback not only informed updates and patches, but Phantom Liberty as a whole. From gameplay design to art direction, the team used all that feedback and criticism both externally and internally, to rethink some of the game's core ideas. [Jakub] We learned a lot making the base game. You know, it was a different art style than what we did in the past with The Witcher, so we were learning along the way ‘what is our cyberpunk’, because there are many, many perspectives of what cyberpunk is. There's a different cyberpunk for Blade Runner, for Ghost in the Shell. You know, you can name all those amazing titles in pop culture that already had their own perspective on cyberpunk. So working the base game, we were trying to create our own take on cyberpunk. [Gabe] When we arrived at the theme of the spy thriller and all of the potential with the kind of narrative moments and the tension that you can imagine in the genre that was kind of our inspiration and it also lended to gameplay things that also was like this. Like, okay, there's really a lot of fun we can have with that. And I would say definitely from a high level vision was that I didn't want anything to be kind of on an island by its own. I wanted everything to have this kind of poetic tie in, even from gigs, to just exploration stuff, like it all tied in. And you know, in a way you do that as you try to bring, you know, metaphors and examples. And then as more and more kind of examples came to fruition in the game, it just got all the more solid in everyone's mind. And so you, you see this over time, it's it's fun to see, but you see this like velocity, almost, that just increases as it gets more and more baked in everyone's head. [Igor] When we started doing base Cyberpunk, everything was new for us, new lore, new mechanics, first person, weapons, guns, a different tone than The Witcher, a lot of things to work out by yourself, finding the proper genre. We had to just make all those mistakes and make all those good things and you know, like learn from this and then we could apply that here. [Jakub] Based on those experiences in the base game, we slightly tweaked the art process because cyberpunk is all about noise. And noise is actually a great thing in the image because it makes the image pop, it makes the image very energetic, very shouty. Right? But when you play the game, that puts a bit of a pressure on the player to actually see the world, you know, see where he needs to go and understand the world to be immersed. So what we tried to do in Phantom Liberty, we try to make the world to be a little bit more, I guess, immersive by controlling the noise. These creative and structural changes can be seen and felt in Phantom Liberty. Everything feels cohesive, and has a sense of purpose. This sentiment was also reflected in most of the reviews, but it’s important to remember that the reviews are only a tiny slice of the audience. The real test for CD Projekt RED will be the players. [Gabriela] After the update 2.0 rolled out, I was watching some streams and you know, the streamers were sitting there, you know, happy with how it's looking. You know, they're saying they're super excited for Phantom Liberty. And this was already something that was just making me so happy. And that's why I’m anxious for the release, because, like, in the end, we just want them to be the happiest with this. [Igor] On Thursday or Friday, we were trying to discuss work stuff and we were both just like ‘I’m too anxious to talk about anything’. We knew it should be fine, and that like we are confident in what we did but you know, it’s always the reception [that matters] It was actually just before the reviews, right? [Gabe] It was. [Igor] It was a few hours before the reviews dropped. [Gabe] We literally scheduled a meeting, and I can’t say what it’s about, it’s top secret stuff, and we’re like ‘okay, so the agenda [...]’ you know what? We can’t do this right now’. [Gabe] We can’t focus. [Igor] We were too shaky. [Jake] We were talking to Gabe, and I was asking ‘Do you feel a weight off your shoulders?’ And he's like, ‘Give it two weeks, maybe a month.’ [Jakub] Exactly! Trust me, I feel the same way. You know, just I remember the previous release. and the fall. So now maybe it's the PTSD thing. Probably there's a massive PTSD [thing], where we're quite conservative. Even now, not celebrating just yet. Before we join the team for the launch of Phantom Liberty, there’s something we need to clear up. CD Projekt RED is doing a ‘rolling release’ for consoles, and a universal release for PC. This means Phantom Liberty on PlayStation and Xbox will release at midnight local time -- in fact [by this point] it’s already out in Australia and New Zealand. The PC version will drop at 12am Greenwich Mean Time globally. This means everyone playing on PC will get access at the same time. This release is what everyone is gearing up for. [Jake] How is Geralt part of this? What does Geralt do? [Alicja] He's our emotional support. [Jake] Okay. [Jake] How are you feeling? [Alicja] Good. Excited about the launch. Can't wait to see how people feel about the game. I mean, at least in Poland, because it's already launched in so many places, right? [Paweł] It's exciting. It’s exciting, it's crazy. It's our first release, like proper release Like proper release [for a while]. last proper ones. The last proper one that I remember was [The Witcher 3: Wild Hunt] Blood and Wine. Like where we were actually in the studio. [Alicja] It’s crazy on Twitch right now, and it's really surprising that a lot of people are actually starting the game from the beginning. Just to slowly get to Phantom Liberty, not just jumping right into the expansion. [Dominika] We had so [much stuff to do] during the day. So right now, it's just a little bit of, you know, um. Peace. Before we actually jump into a lot of people starting to play the game and, you know, reacting to it. [Jake] Are you nervous at all? Or just kind of like [...] [Paweł] Me? Not really. Like I remember when I worked with the community team, I feel like they're the most nervous just before a launch because it's this moment where, you know, you're you're just going to push out all the communication, it’s going to go to people, and you're going to see instant reactions, and people are going to start downloading the game, like saying their first, you know, opinions, what they think about it. You feel the excitement, you feel the energy. For me, it's always just coming here and actually being being with everybody. [Jake] Yeah. [Paweł] The social connection to the the whole group and actually being in this and like, laughing together, talking, anticipating what's to come. It's exciting. [Alicja] I think the biggest misconception is that there's like this big red button that we push at the given hour and then it launches everything. So it's still not like that. Everything is set up like a lot earlier. By our release team and all of the other teams and we just waiting for the hour that is set up and then it launches. And also we have to wait to make sure because sometimes some things can go wrong, obviously. [Jake] As Alicja just said, there is no proverbial red button. Instead, there's a man in his laptop. More specifically, Artur. He's the one doing final checks before pushing out Phantom Liberty to GOG, Steam and Epic Games. [Jake] You’re about 3 minutes away from launch? [Artur] About 3 minutes-ish, yeah. Okay. That’s the big red button? Does it do the sound? [Ola] Yes, it does. [Artur] It does the sound! [Artur] No, but this sounds like a failure. [Ola] I know, because this is [...] [Ola] It’s a no button. [Artur] It's a no button from the quiz. [Alicja] Guys, can we edit the sound [in the documentary]? [Ola] Yes, just [...] [Jake] What sound would we edit in? [Dominika] No, it doesn't actually look like this. [Dominika] This is not what launch looks like. [Artur] No. [Artur] Okay. Wow. Yeah. So this is happening. [Jake] It’s, uh, five seconds? [Artur] It's, it's pretty cool. Alright. I’m going to go with GOG first because that one takes...and bada-bing-bada-boom. No turning back now at this point. Okay, this one goes live. This one goes live. And...this bad boy [...] So Steam is spinny wheelie, uh [...] spinny wheelie. So. [Jake] But it's live on GOG, Epic Games Store? [Artur] Yes. [Artur] Waiting for Steam to process [...] [...] and go. [cheering] [Alicja] And now we post. [Marta] And now we click! [Michał] Back to work, please! [laughter] Speech! [Radek] Who is going to speak? You? [Michał] Thank you, everyone. Like, it was a quite long ride. We started with some of you more than ten years ago with a small announcement and then a cool trailer, and then the ball starts rolling and it grew and grew over the years and then we could start and it was amazing. And then it was a little bit bumpy. And here we are again, standing proud, sending press releases [Marta] Just like every other day. [Radek] Ten more seconds, don’t blow it! [Michał] Cheers guys. [everybody cheers] It's pretty easy to get swept up in the hype and excitement when a new game releases. So much so that it's easy to forget that the people on the other side of the screen are just that: people. Some are just as excited, if not more excited than the fans. Most are nervous, anxious and tired. [Sebastian] We can call it ‘redemption’ because it's easy. I think it's more complex than that. We didn't change the story you remember at the beginning We didn't change the story. [Paweł] We were looking at it not through the amount of bugs that were in the game, but we were looking at the release to the things we wanted to put in the experience, what it is, right, how we how we thought it will be perceived, right? The story, the emotions, you know, the all the things that we developed for the game. So that's what we wanted to see. [Artur] I feel like the true test of whether this is a redemption arc, or whether that is anything related to this, is always going to be by the players. So until the players get the game in their hands and they're going to tell us that, ‘hey guys, this is good’. ‘You did good’. Then I guess this is the redemption arc. The redemption arc is not something that we impose upon ourselves. This is actually something that the players give us feedback on. So if the players are happy, we're more than happy. [Igor] In the end, the game is for the people. And you know, what we do is for the players, at least what I'm doing is for them to feel some emotions and, you know, maybe like expand their worldview a little bit, and it's up for them to judge really. [Jakub] But I hope that the players, the world will finally, I think, perceive that we really have like a very honest intentions and we pushed the maximum, you know, we could. [Adam] I wouldn't create, uh, a legend about our own story, our own job. If people feel and perceive it as a redemption story, it's great. It's great. Redemption is not a narrative CD Projekt RED gets to decide. It's the community. It's up to the players. That's the story that's being told right now in real time by the reception of Phantom Liberty and the hundreds of thousands of fans that are playing it, sharing their excitement and making it part of their lives. The narrative we can actually see. But that is still only a facet of the larger story. On one side, it's about the games and players who are playing it. On the other, it's the passion of the people who are making it. But then there's CD Projekt RED itself as a company, as an entity made up of hundreds upon hundreds of people. If there's anything I've learned from this experience, it's that game development is a complex, messy and unpredictable process But even still, CD Projekt RED is a company and even in a year of redemption and success, it wasn't without its woes of layoffs. The redemption arc, whether it's No Man's Sky, Fallout 76, Final Fantasy XIV, or Cyberpunk always revolves around the game. It makes sense. The game is the culmination of everything. That's what the company is working towards. That's what the devs are building and that's what the public eventually gets to see. But redemption is complicated, deeply personal, and a fundamentally human journey. To put that narrative on a team of hundreds, some who poured everything they had into it, some who left after a rigorous development cycle and some who are let go, feels like an oversimplification. [Igor] I'm really happy today because, like, we went through it and I'm really super proud of Phantom Liberty and what we have achieved. But also I can't help feeling a little bit melancholic, let's say, of like maybe a little bit of a loss really, because... [Jake] You’re moving on from Cyberpunk? [Igor] Yeah. It's over now. I mean, it was really fun, also really difficult at times. And now it's gone. It's out there in the world. It doesn't belong to us anymore. It belongs to everyone now, and in a way it's both sad and somehow fulfilling and like, you know, I am feeling this sense of completion. [Jakub] I'm extremely proud of every single studio member, and I think we did everything we possibly could to fix the game, to bring exactly what we hoped this game could be. And I guess the the current flow of reviews I think is giving the team the proper closure. I would say the proper closure to not only the Phantom Liberty but I guess the whole project. [Sebastian] And I believe it's also a good lesson for us. [Paweł] It is. [Sebastian] For the future and uh... It’s matter of how fast you get up and move forward. How do you open this s***? [Radek] Does anybody know if cider expires or not because... No, no, it’s all good. We made these like two years ago for an event. Like, is this good? [Jake] How's the cider? Does it taste expired? There was concern about that. [Ola] I just...this isn’t mine, this is his. I don’t like cider so I [crosstalk] [Jake] Okay, Yeah. [Marta] Cider is made from fermented apples... [Carolin] Apples are the best export of Poland. [Ola] It tastes expired. [Jake] Oh, really? [Ola] It was spoiled to begin with. [Carolin] I have heard so multiple times. [Jake] Okay. [Maciej] It’s fermented, so... [Marta] It was fermented from the very beginning... [Radek] Okay guys, so I just did a quick Google search. [Radek] ‘Can cider expire?’ [Radek] So, cider does have a best before date, meaning there is an optimal consumption period. [Radek] However, it does not have an expiration date. [Ola] Well, this one doesn’t. [Jake] All right. [Marta] Yeah, it’s already fermented. [Jake] Everyone’s safe.
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Channel: GameSpot
Views: 329,509
Rating: undefined out of 5
Keywords: cyberpunk 2077, cyberpunk phantom liberty, phantom liberty, CD Projekt RED, CDPR, GameSpot, Doc, Documentary, Redemption, yt:cc=on, gamespot insider
Id: kBnPNwv6C0E
Channel Id: undefined
Length: 31min 39sec (1899 seconds)
Published: Tue Nov 28 2023
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