It was a generational opportunity to provide videogaming incline and they blew it because they didn't accurately assess the limitations and requirements of their Witcher 3 formula and ultimately designed Cyberpunk GTA with a few RPG trappings strapped on.
Nope.Wow really?
hate aside agile works
if they are to switch gears properly now we wont see new patches as for next few months there will be endless meetings on how to do agile.hate aside agile works
To qualify my "disagree" rating: It works only in the right circumstances. And even then, there's no certainty that it works better than the alternatives. It's also a great choice of spending alot of effort on implementing it in an organization without any considerable pay-off.
CD Projekt has cancelled its standalone AAA Cyberpunk multiplayer game
COMPANY IS INSTEAD “FOCUSING ON BRINGING ONLINE INTO ALL OF OUR FRANCHISES ONE DAY”
CD Projekt Red’s next triple-A title won’t be a multiplayer Cyberpunk game as previously planned, its parent company said on Tuesday.
As part of a wide-ranging CD Projekt strategy update, president and joint CEO Adam Kiciński said the company has “reconsidered” its plans for the game.
CD Projekt suggested in January 2020 that its Cyberpunk multiplayer project would be its own “triple-A” release rather than a Cyberpunk 2077 add-on, and last November Kiciński called it “a separate dedicated production, a big production”, adding: “we think about it as a standalone product”.
However, Kiciński said in a video released on Tuesday: “Previously we hinted that our next triple-A would be a multiplayer Cyberpunk game, but we have decided to reconsider this now.
“Given our new more systematic and agile approach, instead of primarily focusing on one big online experience or game, we are focusing on bringing online into all of our franchises one day.”
In a conference call held after the initial announcement, Kiciński was asked to confirm which games are currently in CD Projekt Red’s development pipeline.
He offered the following response regarding multiplayer titles: “Regarding online, we are changing our approach, so we want to have online in our future games, definitely, but step by step. So, we are working on specific features enhancing our single player [games], but we are not working on releasing the next game [as] a big online experience. So, we will be enhancing our single player games with online experiences.”
Returning to the subject later in the call, Kiciński said: “Actually, we started working on online components over two years ago and we just continue. The only change is that we continue to work on it not as a main production line but as a supportive production line together with our single player productions, but we believe that our ideas, once they will be revealed, will be very exciting for gamers as an extra experience in our world which fits our single player games.”
Kiciński also said the studio has some “very strong ideas and prototypes” for multiplayer experiences, but that it’s “too early to talk about monetisation” plans.
In the strategy update video released earlier on Tuesday, Kiciński said CD Projekt Red is building a technology framework that will enable it to introduce online elements in its future games, but that it will primarily remain focused on single player experiences.
“Let’s stress this here, CD Projekt Red makes single player story-driven AAA RPGs – that is not changing. What is changing is our long-term approach to online.
“And by this, we mean ensuring we are properly prepared to implement online elements in our games where they make sense. We don’t want to go overboard or lose our single player DNA.
“We want to take thoughtful steps to build robust online capabilities.”
He added: “We are building an online technology that can be seamlessly integrated into development of our future games. This technology will power online components we choose to introduce in our games”.
The first details of planned Cyberpunk 2077 multiplayer modes may have been uncovered by dataminers in January.
References to Heists and Deathmatch multiplayer modes were spotted in the game’s executable file by DSOGaming.
Code related to Heists suggested players may be able to choose from various character classes in a co-op mission-based game mode.
The datamine also hinted that multiplayer could rely on P2P connections rather than dedicated servers, but given Cyberpunk’s online component is some way off releasing, even if the information were accurate at the time, it could be subject to change.
As part of Tuesday’s strategy update, CD Projekt’s SVP of business development, Michał Nowakowski, said the company’s future games will have “much shorter” marketing campaigns following various issues with how it communicated Cyberpunk 2077.
“We’ll wait until much closer to a game’s launch before we start showing things like trailers, demos, or going in-depth about mechanics, etc,” he said.
“And when campaigns do start, we aim to properly manage expectations across all platforms. This means focusing on communication of polished game footage, not concepts. We’ll also showcase footage of our games on all platforms they will be released on.”
CD Projekt also discussed its ongoing efforts to get Cyberpunk 2077 back on the PlayStation Store and the negative impact its removal may be having on sales across all platforms.
And it confirmed that The Witcher 3: Wild Hunt’s next-gen update will be released in the second half of 2021.
That's literally them fixing the organizational problems which lead to the disastrous launch of CP2077 tho.So instead of fixing organizational problems which lead to disastrous launch of CP2077, they said "fuck it, le'ts call it Agile".
The switchup from a single centralized moloch to several decentralized dev groups seems p. fundamental.
Yeah, really, I've skimmed the Reddit thread for 1.2 and it's a regularly recurring complaint. PopamoleStation users are claiming improvements as well as a few PC players, but many more of the latter are accusing serious downgrades. As far as I could tell, PC performance has taken a hit in many cases, but especially with raytracing. You've got Pegultagol's post here as well:Wow really?
I am using a 1920x and a 3080. It is pretty terribly optimized system, so I'm probably at the worst case scenario for such test.
Every graphics option enabled (mostly at high settings) at 1440p except reduced motion blur and chromatic aberration. All RTX effects were on, with lighting being Ultra. DLSS was set on Auto.
Driving around Corpo Plaza and I read the drops to 33-37 fps at high speed, usually hovering around 40 idle. Before patch was usually at around 43-48 fps.
I think DLSS is broken. Or there is something wrong with my saved games. Absolutely no difference in FPS between no DLSS and Ultra Performance.
I don't think that's a problem. And it's not that I'm head over heels with their chosen aesthetic, I'd have preferred more Kowloon Walled City and less GitS Fukuoka, but I think it's both accomplished and compelling. Besides, how many other AAA games have done that 1980s cyberpunk look in the last ten years?For some reason they didn't understand what made Witcher so beloved - the unique, fresh take on fantasy.
You'd think for their next game they'd go with a unique, fresh take on science-fiction. But bafflingly they chose 1980s cyberpunk. A setting that's been done to death over the decades, the exact opposite of unique and fresh. That was their first mistake.
Look at Rdr 2 they made a whole detailed island that you visit only once for 1h pop a mole action corridor.Anyway, I'm curious how agile development will apply to game development, without producing delights such as "we cut this quest in half and rewrote the script" or "we retconned part of the story towards the end because it turned out we don't have budget for the final cutscenes that we wanted to go with initially".
Besides, how many other AAA games have done that 1980s cyberpunk look in the last ten years?
Yeah, such great game design.Look at Rdr 2 they made a whole detailed island that you visit only once for 1h pop a mole action corridor.Anyway, I'm curious how agile development will apply to game development, without producing delights such as "we cut this quest in half and rewrote the script" or "we retconned part of the story towards the end because it turned out we don't have budget for the final cutscenes that we wanted to go with initially".
Normies love it.Yeah, such great game design.
1980s cyberpunk isn't just about 1980s "look". It's neon lights, rainy nights, leather jackets, mirror shades and evil corporations. And that's been DONE. TO. DEATH. since Gibson's Neuromancer, in literature, TV, movies and gaymz.
Hey there was cool Blade runner adventure game in the 90s and new deus exes went into some weird neo renaissance style and Aug lifes matter that has nothing to do with 80s cyberpunk.Really? Please cite some blockbuster and AAA games then. I can only remember the Bladerunner movies and the Deus Ex games! And both went downhill with recent iterations...
1980s cyberpunk isn't just about 1980s "look". It's neon lights, rainy nights, leather jackets, mirror shades and evil corporations. And that's been DONE. TO. DEATH. since Gibson's Neuromancer, in literature, TV, movies and gaymz.
Really? Please cite some blockbuster and AAA games then
I wasn't talking about the 1980s look, but the aesthetics of the "1980s cyberpunk" you mentioned. And when it comes to videogames in particular, I can't think of many - or indeed any that I've played - AAA titles in the past decade to do it. Sure, you can point disparate elements here and there, but not the full stylistic package.1980s cyberpunk isn't just about 1980s "look". It's neon lights, rainy nights, leather jackets, mirror shades and evil corporations. And that's been DONE. TO. DEATH. since Gibson's Neuromancer, in literature, TV, movies and gaymz.
There was never going to be anything new, fresh or surprising about CP2077's setting, it's beyond tired cliche by this point.
No, he's not. I specifically said "AAA games" when I replied to you. It's gotten plenty of mileage in other mediums, but that doesn't mean I don't care to experience it in a mainstream videogame.Narrowing goalposts much?
I was talking about cyberpunk being done to death in books, movies and games since Neuromancer if memory serves. Nothing about blockbuster or AAA.
That was most likely a new bug.
Rockstar games have always been about the spectacle. Bully was quite fun. RDR2 does characters quite well. Dutch, Hosea, John, Sadie Adler, Arthur are very well written. They might not be something you haven't seen before but they don't lack any soul and are elevated by the voice actors. The game should have rolled the credits 5-7 hours earlier, but the world is so gorgeous and the music is so beautiful, you keep on playing. If you think what you do is of much consequence, you picked the wrong game. You do get different endings based on the honor system though and the so called good ending is permanently etched in my mind. Singing Ring Dang Doo with your fellow camp members is one of the best moments I have had with a video game in recent memory.Normies love it.Yeah, such great game design.
https://venturebeat.com/2020/02/06/red-dead-redemption-2-surpasses-29-million-copies-sold/
Personally found the game tedious and the gunplay which is used in almost every mission was trash and that whole island section near the ending could be cut entirely from the game and nothing would be lost but since some team spent probably a year making that island it has to be in the game
Here is my review I posted on steam.
Incredibly disappointing
Let's start with the core of any game, the gunplay. The guns and their mechanics are almost from 2001. It's copy pasted from GTAV which was copied from Max Payne 3. And it didn't even keep it at that. It just got worse. I felt no fun at all shooting. All guns are the same almost.
Secondly the mission design. There is none. Half the game is riding your horse. Then a cutscene. After the cutscene you'll find a cover, get behind it. Use your slow motion thing to get 4 heat shots. repeat until the next cutscene. There's no design at all. Some missions you have to stand in an exact place and do an exact thing. You can't do anything other than the game tells you to do. It's like you're just watching the game and occasionally press E or some other button.
Then there's the world. It looks amazing on the outside. But once you start digging in it you discover it's all empty. All the towns are the same to the point I don't even know their names. Except for one city that looks different but by the time I got there I didn't bother explore it cause I was so disappointed by the game so far. It's all just empty areas and animals to hunt which you don't need to hunt cause it's useless and boring. I found an NPC with a cool small quest then after an hour I found the same NPC with the same quest then discovered it's all copy pasted around the world.
The game has cool systems but it ruins it somehow. I liked the honor system until I discovered it's of no consequence and the main mission will just change it for me.
And now for the story, anyone who praised the story just didn't complete it. The story is great until chapter 5 then it take a dip in quality that I can compare to GoT S8. And it never recovers. After that I stopped caring about the story, the characters, everything. And wasn't looking forward to any of the missions because I know I will be just pressing the buttons the developers want me to press till it's over. I had to complete the game because I complete any game I play. But honestly it was more annoying than fun.
The graphics of the game are cool but actually playing it isn't fun at all. After 2 cutscenes I just stopped caring.
You can check the descriptions in wikipedia, but in short, waterfall means pre-planned features, budget and time, agile means planning on the fly, coding features and content as requirements are being defined, then adapting if necesseary and only roughly fixed end date for development. It's what they more often call "game as a service". You don't know in advance when support will end, how much content there will be, even where the story might go after the main campaign is over.
Personal opinion: serious software development (and a huge feature-rich RPG is very serious softwate) is not made in agile.
I'm not saying "waterfall is key to quality games" but this switch is just one aspect of many hints that CDPR is going to produce lower and lower quality RPGs.
Wow really?