Cyberpunk 2077 showed CDPR what Phantom Liberty should be in terms of understanding decisions made in the game

The reaction of players on Cyberpunk 2077 prompted CD Projekt to change the principles of working with the choice and consequences in Phantom Liberty.

This was told by the director of quests of the game Pavel Sasco, discussing in an interview with TheneonarCade channel how the perception of the plot of the basic game influenced the plot of expansion. SASCO admitted that both in terms of the gameplay and in terms of narrative studio "I knew that the players were very dissatisfied with certain things", However, in Phantom Liberty, the company decided to use another approach to show the players how they affect the game world around them.

According to the quests director, the need to more clearly explain the consequences of the choice "One of the really large and important conclusions after the release of Cyberpunk". "In places in Cyberpunk was so elusive that the players did not understand (that some solutions and consequences have a place to be)", – Sasco said, leading as an example the fact that some different branches were seen only by those who spent in the game "200 to 1000 hours", Because CD Projekt " did not give an insufficiently clear explanation".

At the same time, he noted that for The Witcher 3 this was done much more clearly: in the Flashbacks of Geralt, upon completion of certain quests or arches, players explained what exactly happened as a result of what kind of behavior they chose.

In the (basic version) Cyberpunk we wanted to make it as dialogue (and) as immersive as possible, you understand, as natural as possible, – Sasco thinks, and we were so delicate that sometimes sometimes. we seemed to miss this moment.

We must be sure that the player understands that the result of what is happening is the result (his choice), so it was a very important lesson when creating Phantom Liberty.

According to the head of the quest department, which is why many decisions in the expansion are accompanied by text messaging, and some characters participating in them reappear in the game in a rather noticeable form.

At the same time, Sasco emphasized that players’ reviews about the choice and consequences (or their absence) in the original game forced him to regularly remind him of this team working on Phantom Liberty. Sasco added that the studio has removed from experience on the plot of Phantom Liberty will be used in future projects.

So, it seems, we will now have a lot of prerequisites in order to wait with a trepidation both the continuation of the Cyberpunk 2077 and the next part of The Witcher.