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?
will there be animals in cyberpunk ?
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?
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?
Will there be a romance/dating system?
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. ;) )