At this point in developer CD Projekt Red’s tenure, you figure the amount of content provided by their games would be the last question on players’ minds; one only has to look as far as the latest installment in their Witcher series, The Witcher 3: Wild Hunt, which boasts over 100 hours of gameplay for a straightforward run-through in story mode for evidence of the comprehensiveness in their work. Notwithstanding, some fans of the highly-anticipated CDPR title Cyberpunk 2077 have expressed their discontent with rumors that certain content and mechanics were being cut from the game, such as customization of cars, dual-wielding, running on walls and taking the subway.
Senior Level Designer Miles Tost took to the Cyberpunk 2077 Discord to both dispel some of these notions and reassure fans that the content found in the action-role-playing game will satiate everyone’s expectations and then some.
“We never had dual wielding and I have said my words on techie so often; not sure what else to say about it other than that if you unsure, please wait for reviews, check whoever you trust after it launches and get their input,” Tost explained on the official Cyberpunk 2077 Discord server. “Not every game is for everyone, we don’t have the power to change that, haha. No one is forcing you to buy the game day one and no one at CDPR wants you to be disappointed with a game you might not enjoy. Having said that, on the topic of cut features: cutting features and scope is a very normal part of development. You can witness it so openly with our game, because we happily gave in to community wishes and showed you that 2018 demo. Think about it. The game – 2 years from release.”
Tost went on to explain that Cyberpunk 2077 shouldn’t be alarmed at cut content considering it’s a natural process in every game’s development and that all content omitted from Cyberpunk 2077, despite how difficult the decisions might have been, was done so for the amelioration of the overall game experience.
“Of course we iterate and change stuff and of course we also will have ideas that sound great on paper but then doesn’t end up working out well in the game with all the other features. Witcher 3 we also cut a ton of stuff, but in the end all of it made the game better – now I understand, this is disappointing for everyone when it happens and also difficult to understand without all the context of development environment, but in this case I just kindly ask you for your trust. Just look at stories of so many other games you might enjoy. Believe me when I say that during their development some loved features also were cut and you still enjoy them today, maybe even because of the cuts. In the end, it is all about how much fun the game and it systems provide you and we are doing our best to make sure it is as great of an experience as it can be. Sometimes for that, you have to make some hard decisions and this time around, you were here to witness it.”
Miles ended the statement with an emphatic reaffirmation:
“If you worry about the amount of content on our game, please don’t. We’re notoriously bad at judging how long gametime is in our games (I remember we estimated players would max out W3 at 100h), so we try not to do that anymore. But I can only keep saying what I have been saying in the past: you guys have seen nothing yet. It’s less than a month now, soon all your questions will be answered (hopefully satisfyingly!) and I can’t wait for you all to play it finally.”
Cyberpunk 2077 was delayed from its original September 17th release to the upcoming November 19th release date, which will make it available roughly a week after the Playstation 5 release on November 12th and nine days after the Xbox Series X|S’ November 10th release.
What do you think of the Cyberpunk 2077‘s developer’s reassurance that the game will have enough content to keep fans happy? Do the fans need to ease up and just wait for Cyberpunk 2077 to hit the shelves before they voice any further displeasure? Let us know in the comments.
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