Crooked Bee
(no longer) a wide-wandering bee
Tags: CD Projekt; Cyberpunk 2077
VentureBeat has interviewed CD Projekt Red co-founder Marcin Iwinski and head of marketing Michal Platkow-Gilewski about their new project, a role-playing video game set in the world of Cyberpunk P&P. Things are obviously vague at this stage, so the interview is pretty short and focuses on generalities. Have a snippet:
Yeah, right. The full interview can be found here.
VentureBeat has interviewed CD Projekt Red co-founder Marcin Iwinski and head of marketing Michal Platkow-Gilewski about their new project, a role-playing video game set in the world of Cyberpunk P&P. Things are obviously vague at this stage, so the interview is pretty short and focuses on generalities. Have a snippet:
GamesBeat: During the press conference, you said you wanted to create “an outstanding new standard in the futuristic RPG genre.” That’s a pretty lofty ambition. How are you guys going to accomplish that?
Iwinski: I think we’ve created some new standards in terms of storytelling in the RPG genre, in terms of having no compromise in the way the story is being told, how we shape the world, how believable the characters are, how similar it is to what we see around us. We are really looking at totally new ideas on telling a story and involving the gamer in it. I think we’re looking at what the critics were saying and what the fans were saying. I think we’ve delivered something totally new.
Second, we don’t see any reason why RPGs should look worse than shooters. They should actually look better. The story’s always the thing, because that’s the thing which keeps you playing, but these days — and especially in the next generation when you have the new consoles, when you have the new HDTVs — you’re going to want bells and whistles on the graphical side, and we want to deliver on that as well.
GamesBeat: How has your experience with The Witcher series helped you in making this game?
Iwinski: I think both The Witcher 1 and The Witcher 2 really were the fields where we learned how to tell a great story. We’ll be taking all these lessons learned to build an even more gripping, non-linear experience in the same fashion, so no distinction between good and evil, no easy moral choices. We are making a game for a mature audience, and we are very vocal about it. I think it’s very important, so we are treating our game right, and we are not insulting your intelligence.
Iwinski: I think we’ve created some new standards in terms of storytelling in the RPG genre, in terms of having no compromise in the way the story is being told, how we shape the world, how believable the characters are, how similar it is to what we see around us. We are really looking at totally new ideas on telling a story and involving the gamer in it. I think we’re looking at what the critics were saying and what the fans were saying. I think we’ve delivered something totally new.
Second, we don’t see any reason why RPGs should look worse than shooters. They should actually look better. The story’s always the thing, because that’s the thing which keeps you playing, but these days — and especially in the next generation when you have the new consoles, when you have the new HDTVs — you’re going to want bells and whistles on the graphical side, and we want to deliver on that as well.
GamesBeat: How has your experience with The Witcher series helped you in making this game?
Iwinski: I think both The Witcher 1 and The Witcher 2 really were the fields where we learned how to tell a great story. We’ll be taking all these lessons learned to build an even more gripping, non-linear experience in the same fashion, so no distinction between good and evil, no easy moral choices. We are making a game for a mature audience, and we are very vocal about it. I think it’s very important, so we are treating our game right, and we are not insulting your intelligence.
Yeah, right. The full interview can be found here.