CD Projekt RED’s narrative and mission designer, Mateusz Tomaszkiewicz, has talked about what will set Cyberpunk 2077 apart from the studio’s previous titles, while promising to push the medium even further.
In an interview with Spanish outlet Areajugones, Tomaszkiewicz elucidated Cyberpunk 2077’s quest goals and philosophy. The studio’s goal for Cyberpunk 2077 is to push the limits of the medium by infusing open-world gameplay, narrative, and immersion to eclipse even The Witcher 3‘s scale. Primarily, Cyberpunk 2077 will change the way quests are structured and interacted with compared to The Witcher 3.
Missions will still have decision-making properties with consequences, much like the rest of CD Projekt’s oeuvre, except the base gameplay loop will be different this time around. Akin to the Deus Ex series, Tomaszkiewicz explained how players will be given many new tools to not just customize gameplay, but alter the way missions are approached:
“[There] are many ways to complete missions based on how you’ve created your character, [the] tools you use, etc. And I think this is something that makes our game different from The Witcher. Because in The Witcher we had a basic loop in the gameplay, finding non-linearity in the missions section. This time the gameplay will also have a non-linear character. I think this is where the big difference lies in terms of the complexity of our missions.”
Tomaszkiewicz mentioned that Deus Ex and Vampire: The Masquerade – Bloodlines are major influences for Cyberpunk 2077, referencing how the games merged the first-person perspective with RPG mechanics and dialogue. Furthermore, Tomaszkiewicz talked about the way each game handles being non-linear in not just dialogue but also in mechanics and level design:
“It was not only based on dialogue decisions since you also had the things that were on the map and its different points of entry that allowed you to get into buildings, as well as elements that opened different paths in history. In short, both Vampire: The Masquerade- Bloodlines and Deus Ex they are my two biggest inspirations.”
In all likelihood, Cyberpunk 2077 will try to borrow as much as possible from the first-person perspective and branching dialogue choices of its seminal influences. What made Tomaszkiewicz’s influences so captivating was their ability to make the player feel like they are driving the events in the world, more so actually inhabiting the game as themselves.
Within the interview, Tomaszkiewicz also discussed how the gameplay will be different than the initial gameplay video released at E3 last year. The team is still working on new mechanics and developing ideas that have yet to make it into the game.
Furthermore, the interview confirms the studio’s goal is to launch the title on current generation consoles and PC, but will later think about porting to next-generation systems.
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