By then, former employees of CD Projekt Red had already
told the journalist Jason Schreier, then working at Kotaku, that the development of the game had been “rocky.” In order to meet production deadlines, the ex-employees said many developers at the company had to rely on “crunch”—i.e., mandatory, or effectively mandatory, overtime, a widespread industry practice that is notorious for causing burnout. Iwiński assured Schreier that his company was going to forbid mandatory overtime. Then, in January, 2020, the release of Cyberpunk 2077 was pushed back to September. In June, it was pushed to November. In early fall, Schreier, now writing for
Bloomberg,
reported that CD Projekt Red had ordered six-day workweeks for its developers. “Starting today, the entire (development) studio is in overdrive,” Adam Badowski, the studio’s director, wrote in an e-mail obtained by Schreier. “I know this is in direct opposition to what we’ve said about crunch,” he added. “It’s also in direct opposition to what I personally grew to believe a while back—that crunch should never be the answer. But we’ve extended all other possible means of navigating the situation.” (In response to Schreier’s article, Badowski posted a
message on Twitter: “This is one of the hardest decisions I’ve had to make, but everyone is well compensated for every extra hour they put in.”) A few weeks after that, the release was postponed again, to December.
In the months leading up to the new December launch date, I spoke and corresponded with a number of people at CD Projekt Red. In an e-mail, Mateusz Tomaszkiewicz, the quest director for Cyberpunk 2077, wrote, “I believe we’re trying to show with our worldbuilding and narrative that in reality the issues that plague the Cyberpunk society, and by extension our own society, are much more complex and fundamental—as Johnny Silverhand learns the hard way, it’s not enough to topple one corporation to really make a difference, as others will take its place right away.” One of the clichés that his team had tried to avoid, he went on, was a binary depiction of corporations as bad and cyberpunks as good. “The corporations and their dysfunctions in this approach are a symptom of a systemic issue, not the cause,” he explained. Iwiński told me that, for him, “the worst kind of entertainment is obvious entertainment,” and insisted that, in the Witcher games and in this one, there is “no clear distinction between good and evil.” Patrick Mills, at the time the game’s senior quest designer, said that one of his “high-level goals” for the game’s lore was that there would be “no consensus reality.” He had coördinated with Pondsmith to insure continuity between the video game and its pen-and-paper siblings. Still, he said, “We know with this many people working on this, telling this many number of stories, that we’re going to have inconsistencies. So why not work with that?”
Mills moved from the U.S. to Warsaw for his job. When we spoke, in the fall of 2020, Cyberpunk 2077 had been in development for years, and the coronavirus pandemic had forced the developers to work remotely for months. I asked him if working on a game with such a grim world view made him want to look for more light in his life. “I’ve been working on it, and I want to get out of this place,” he said, referring to the world of the game. He added, “I imagined this process in my head: I would write about the destruction of the American civilization, the dissolution of it into factions, and things like that—I’d write about it, and then I’d go back to the U.S. And, now, in actual 2020, I’m, like, Can I go back to the U.S.? Is it safe to go back to the U.S. right now? Can I possibly go back to that health-care system?” He pointed out that among the concepts the developers took directly from Pondsmith’s game was a team of armed rapid-response health-care providers who exclusively serve the wealthy. (The team is also the basis for a
spinoff comic book.) “I hope that people will finish this game and they will look at this world, at this story, and ask themselves if this is really what they wanted,” Mills said. Cyberpunk 2077 finally came out on December 10, 2020. More than eight million people had preordered it, and CD Projekt had briefly become the
most valuable company in Poland.
Iplayed the game shortly before its release, when the PC version was made available to reviewers. I used an Alienware computer, designed specifically for gaming, with a graphics card that, in the words of its manufacturer, uses a “neural network to boost frame rates.” (It employs machine learning to make video games look better.) In Cyberpunk 2077, V can have one of three backstories, and other characters react differently to V depending on the origin that you select. I chose the corporate option, beginning the game as an employee of the Arasaka corporation. Early on, I reluctantly went along with a harebrained scheme, hatched by the head of my department, to take out a senior Arasaka official. I was fired and became a mercenary. After Silverhand was implanted in my head, thanks to the biochip, I worked to cultivate an amicable relationship with him—and I found myself reluctant to disappoint him, even knowing that he was an A.I. construct and was slowly overwriting my own consciousness. After I finished the game and the credits rolled, I returned to the middle of my journey by loading up a save file, and I played through a couple of alternate endings. There was a high-mindedness to the game’s narrative gestures, though it still played like a fairly traditional role-playing video game, with plenty of action sequences sprinkled among the story beats.
I soon learned that my experience with the game was not typical. The versions of Cyberpunk 2077 that had been made for consoles like the Xbox One and the PlayStation 4—which do not have the computing power I was using—were not provided to reviewers until December 8th, and they had a raft of bugs. I followed much of the ensuing drama through an old college friend, Milton, who played the game on an Xbox One S, and who introduced me to what became a veritable YouTube subgenre: video catalogues of the many faults of Cyberpunk 2077. A number of these videos castigated CD Projekt Red for showing things in the trailers that didn’t make it into the finished product. There were also frequent glitches in the game’s fictional world, which included, as the
Times later noted, “tiny trees covering the floors of buildings, tanks falling from the sky and characters standing up, inexplicably pantless, while riding motorcycles.” Open-world games often require post-release patches to nip bugs and improve performance; the past few generations of video games have buckled the hardware of popular consoles. (On Steam, the leading distribution platform for PC games, user reviews of Cyberpunk 2077 have generally been favorable.) But the problems with Cyberpunk 2077 were so extensive that gamers demanded refunds, and Sony took the highly unusual step of removing the game from its digital storefront. CD Projekt Red ultimately offered refunds to anyone who purchased a physical copy of the game before December 21st.
The game’s dramatic flop on consoles prompted a wave of postmortems. The
Times dug up reviews of the company on the employer-review site Glassdoor, which described “chaos behind the scenes: Office rumors spreading on Discord servers, misleading deadlines set by managers, infighting among the company’s top brass, and incompetence and poor planning.” Schreier reported, in
Bloomberg, that top developers at CD Projekt Red had left the studio after clashing with Badowski about the direction of the game, and that developers had found problems with the game ahead of release, but “just didn’t have time to fix them.” He also reported that the demo that had awed gamers and industry people in 2018 was “almost entirely fake,” and that this was why elements that appeared there were not in the game as it was released. Badowski pushed back against this characterization on Twitter, arguing that a “
test of vision” for a work in progress is inevitably different from the final product, and that this didn’t make it phony.
I asked Iwiński if he regretted showing the game in an unfinished state. Over e-mail, he stressed that games are developed in a nonlinear fashion and that they often don’t reach anything close to their final forms until soon before they ship. By his account, the team was making changes to the in-game streaming systems for consoles, which handle everything from graphics to game play, right up until launch—an insurmountable feat, clearly, for a tired staff working long hours at home during the pandemic. Iwiński also insisted that consumers expect to see a near-final version of a game well before it’s done, and that “this gives birth to a situation where you have to develop the final look of the game that doesn’t exist yet, grow that vision on a Petri dish, and show it.” One could counter that a hype cycle need not unfold over years, and that it might have been in the developers’ and consumers’ best interests if the company had kept its experiments under wraps. But Iwiński, drawing a contrast with the film industry, maintained that video-game companies are hamstrung by the complexity of their development process. “Since, in movies, you can’t significantly alter what’s been recorded, you record multiple takes of a scene and make them work in edit,” he said. “In games, you can make everything and change everything, but creating a ‘take’ is more time-consuming, so you’re sometimes working with a system that, after a few months, you deem stops working for your game. It’s a complex process where you can’t foresee a lot of moving parts before you actually create them.”
The dream of games like Cyberpunk 2077 is to create a world in which a player feels free to act and make decisions as though he or she were truly in that world, to simulate a heightened and imaginative version of real life. But demanding more immersive features, with ever more seamless environmental logic, invariably means more work—putting developers even more at the mercy of systems that already seem barely able to support them. At a certain juncture, one begins to wonder if the human cost of developing “a living, breathing world,” to use Iwiński’s words, is worth it. (The irony that this raises with regard to a game that purports to comment on a world where human concerns are beholden to economic imperatives is almost too obvious to mention.) When I asked Iwiński if he thought that consumers should dial back their expectations and accept that this is beyond the scope of current technology, he replied, “I don’t think this was ever Cyberpunk’s intention, and if you see the game as a life simulator set in 2077, well, maybe that’s our mistake in saying something that led you to believe that.”
CD Projekt has spent the year since the game’s launch trying to win back the faith of gamers—and investors. In January, Poland’s Office of Competition and Consumer Protection requested information from the company to insure that it was taking proper steps to improve the gameplay of Cyberpunk 2077 and address consumer complaints. (CD Projekt received millions of dollars in
grants from the government to work on multiplayer systems and the creation of “live,” large-scale virtual cities.) The studio has released several patches and updates for the game in an effort to “improve performance across all platforms, especially old-generation consoles,” a company spokesperson said. In February, those steps were briefly slowed when hackers
accessed CD Projekt’s internal network, making threats and demanding payment. (The company has since restored everything that was compromised.) In March, the company
promised that, going forward, “marketing campaigns will be much shorter, with promotional content released closer to the actual release of the given game, presenting its operation on all supported hardware platforms.” The Office of Competition and Consumer Protection was ultimately satisfied with the steps that CD Projekt took, and declined to open a formal investigation.
Meanwhile, multiple investors sued the company, arguing that it had made misleading statements about the game’s playability on Xbox One and PlayStation 4 consoles. In May, four separate lawsuits were merged into one. That month, Adam Badowski left his role as the game director for Cyberpunk 2077, though he remains the head of the studio; Mateusz Tomaszkiewicz left the company after twelve years and is now heading to Riot Games, a company based in Los Angeles. In June, Sony finally relisted the game in its store, adding a recommendation that it be played on a PlayStation 4 Pro or PlayStation 5. Recently, CD Projekt announced that the “next-gen upgrade” of the game—which will better leverage the hardware of the most advanced consoles, and which had been expected sometime this year—wouldn’t come until 2022. The company said that the postponement followed the recommendation of the development team. “We’re very much trying to be mindful of timelines and our team needs, weaving them into plans for the future,” the company spokesperson said, adding that the company “was working with a professional therapy center, and, if someone finds themselves in a difficult situation and needs a consultation with a specialist—they can do that for free.”
This past Wednesday, CD Projekt posted a
note on its Web site announcing that the parties to the lawsuit filed against the company had “entered into negotiations concerning a potential settlement.” I recently spoke with Harold Goldberg, the founder of the New York Videogame Critics Circle, about the continued fallout of the Cyberpunk debacle. The Witcher 3 won game of the year from the critics circle five years ago, he pointed out. “CD Projekt Red got too big for itself,” he said. “It could not deliver this awesome, very complicated, open world that was promised.” He noted that CD Projekt is a publicly traded company. “When you’re beholden to stockholders,” he said, “you have this odd, extra pressure that makes you want to meet your deadlines, come hell or high water. The game was not ready for consumers.”
Watching the events of the past year unfold, speaking with people at CD Projekt and with people who know their games, I’ve thought often of my conversations with Mike Pondsmith, and his account of creating Cyberpunk more than three decades ago. When I last spoke with him, he had just finished wrapping up
Cyberpunk Red, a new rule book for the tabletop game that brings its calendar up to the twenty-forties. In Cyberpunk Red, a computer virus renders much of the Internet functionally inoperable, diminishing the power of the megacorporations. “I was really fascinated by the fact that most of what we actually eat, wear, drive, whatever, is moved around the world at ridiculous distances, and it manages to show up just in time when we need it,” he told me, describing his thought process as he worked on the new edition. “When that
breaks down all of a sudden, you know, half your fruit just disappeared, your components for the phone over there just disappeared. All those things are interconnected. And what we’re asking is, well, what happens when they’re not? How do we live in that society? Does everything grind to a halt or do we figure out new pathways?”
At one point, I asked Pondsmith to describe the allure of pen-and-paper role-playing games. “If you had any normal childhood, you pretended you were something or somebody, or you went to magical places, or you had abilities and powers,” he said, in his low, resonant voice. “You had a secret world that was yours, Let’s Pretend. And, if you’re really lucky, you had friends who shared in that, and you all had this secret world that you can hang on to. And, to be honest, I’ve said this before, role-playing is Let’s Pretend, with rules. It’s Let’s Pretend with rules because adults fight over the rules, where kids usually don’t.”
He went on to plug the Cyberpunk Red Jumpstart Kit as an ideal way to become acquainted with Night City. Then, comparing the tabletop experience with its video-game incarnation, he noted that the latter doesn’t really compare to the former when it comes to self-expression. “You could be you in a tabletop game and bring all the stuff that you wanted to bring into it,” he said. “A tabletop game is limitless. A video game, by its very nature of how it’s designed, has some limits.”