The quest director forCyberpunk 2077has been answering questions about the game’s supposed linearity, addressing concerns some fans had about the choices and branching paths players are given. After the initial release of the game back in 2020, thelawsuit filed against developer CD Projekt Redhas finally settled, with the studio being ordered to pay $1.85 million to investors. Since that disastrous launch, especially for those on previous-gen consoles, things have certainly turned around and thankfully the game is in a much better state these days.
WithCyberpunk 2077about to get itsPhantom LibertyDLC, CDPR is moving forward with its open-world dystopian RPG. After numerous significant patches and updates, a lot of the problems many fans were experiencing in the game’s first iteration have been ironed out. That doesn’t mean the title is perfect, but it’s managed to redeem itself in the eyes of many. However, infamous glitches aside, there will always be people who have a few issues with things like gameplay or story, and fortunately, someone from the studio has been addressing these.
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Posted by Reddit user headin2sound, a clip from a recent Twitch stream show’s CDPR’s Pawel Sasko, the quest director forCyberpunk 2077, acknowledging that some people felt the game was a bit too linear. While one person in the chat did say that they didn’t understand the criticisms behind the game’s branching narratives, Sasko said that fans perhaps had a lot of high expectations, especially given how nonlinearThe Witcher 3was. He then went on to say that nonlinearity is more than what was mentioned in the comments. For example, he mentions the complex dialog options which manage how quests are done, adding that there’s no way two players can have the exact same playthrough.
Sasko went on to say that one of the biggest concerns fans had was with some of the major story branches. For example, it’s possible tosaveCyberpunk 2077’s Takemura. According to the director, once players realized they could rescue the NPC, they almost inevitably did so and effectively turned it into a “non-choice,” which perhaps meant that gamers almost forced linearity on themselves despite the choices given.
Cyberpunk 2077has tons of side questsand branching paths of conversation that many people would agree make the game nonlinear. However, in Sasko’s eyes at least, fans may have been hoping for something moreWitcher-esque when it came to player choice, despite the various ways of completing the game that were presented to the player.
Cyberpunk 2077is available now for PC, PS4, PS5, Xbox One, and Xbox Series X/S.