Did you find it challenging at all to keep the games quests and side quests not repetitive and fresh so you dont feel like you are playing the same quest with a new name all the time?
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World building is a key factor of the making of a given gaming experience. Engaging player's curiosity and will to discover original ways of approach as well as detailing a set piece of environment, a scenary capable to tell a story in silence; so the question is: when do you draw the line that separate a properly developed level with the right amount of stimulations and details, from instead giving an overwelming amount of informations, leading further from the actual purpose of a set mission?
How has the medium of being a game changed or influenced the story that you are all trying to tell?
will there be underground levels in the game? Sewers, abandoned subway stations, basements and labs?
I'm loving the characters I'm seeing so far and I can't wait to see more! They all seem to have really unique character designs (I really love Sasquatch! They are one of the most interestingly designed characters I've ever seen) and such different personalities. I just wanted to ask about the process that goes behind designing all the different main characters and how you go about deciding their different roles.
(Miles got a little bit too excited here - Cyberpunk 2077 will actually come with 10 VO localizations, not 16. ;) )
Can you tell us the degree at which the city, the environment, will be interactive ?
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what kinds of atmospheres can we expect from inside some of the high rise mega towers down to the underbelly of the slums?
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It must be really difficult to keep track of multiple branching story-lines, especially ones that intertwine with others. Besides just being a really organized chap, what would you consider a really helpful tip when it comes to working on stories like that? Especially ones on such a large scope as Cyberpunk 2077 seems to be going for. Thank you!