When designing the side quests, what were some struggles you guys encountered, from both design and writing standpoints?
Do you have super fun brainstorming sessions on quests where you all just hang out and eat junk food and be brilliant?
How do you decide what to make to flesh out the world with ads, trash, stores, and other amenities to make a game world feel as full as a real world city
What's something not many people know about game production that you wish they knew?
What is your favorite theme you can convey or story you can tell through the cyberpunk genre?
So, you said that Cyberpunk isn’t about “saving humanity; it’s about saving yourself.” With that being the case, is it still possible to be a decent person, do good things, help people, etc.?
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How are the skills going to work. From what I’ve heard it’s gonna do with progression but is it going to be a skill tree or more like Dues Ex. Where you get different “parts”
Can you effectively "pacifist run" the gane by being diplomatic/nonviolently handling enemies?