This is a cautionary tale and I am sharing just to share my thoughts on what will be a VERY ambitious goal for cyberpunk 2.
You see, Cities Skyline had the market cornered for city builders after the collapse of Maxis and SimCity. And it was a big hit.
Especially WITH MODDERS.
The goals and ambitions for Cities 2 is not far removed from what CDPR want to do (and will do) with cyberpunk 2.
1. Living City
2. NPC's with schedules, jobs, homes, etc (admittedly they said this for CP2077 and fell short)
3. Full city simulation - or close to it.
The stage was set. But when Cities 2 released we quickly learned.
1. The city simulation was faked (NPC's didn't have jobs, homes, schedules)
2. Performance was so bad, people refunded the game. One issue here was the developers were modeling NPC's down to their teeth and not occluding those details with each render pass.
3. The developers removed steam mods support in favor of their own mod store and modders QUIT THE GAME entirely.
The result of all of this was a quick death of the franchise so to speak, the developers were booted off the IP (since the publisher owned it) and cities 2 was a commercial and financial failure.
It didn't need to be that way.
For Cyberpunk 2 I think we can definitely avoid these mistakes by doing the following.
1. Transparency to the players.
2. Support the existing modding community. A CDPR mod ecosystem is fine, so long as it doesn't break all the hard work and ecosystem modders are currently used to (e.g. nexus, etc)
3. Don't scope it too big that it doesn't excel at any one thing.
4. People remain skeptical of UE5. Yes, CDPR are making their own build of it, and by the time CP2 releases in 2032-2034 it will be like UE8
5. Finally, take as much time as is needed to finish the game. This probably means 8-10 years including 2 years of testing, fixing and refining.
You see, Cities Skyline had the market cornered for city builders after the collapse of Maxis and SimCity. And it was a big hit.
Especially WITH MODDERS.
The goals and ambitions for Cities 2 is not far removed from what CDPR want to do (and will do) with cyberpunk 2.
1. Living City
2. NPC's with schedules, jobs, homes, etc (admittedly they said this for CP2077 and fell short)
3. Full city simulation - or close to it.
The stage was set. But when Cities 2 released we quickly learned.
1. The city simulation was faked (NPC's didn't have jobs, homes, schedules)
2. Performance was so bad, people refunded the game. One issue here was the developers were modeling NPC's down to their teeth and not occluding those details with each render pass.
3. The developers removed steam mods support in favor of their own mod store and modders QUIT THE GAME entirely.
The result of all of this was a quick death of the franchise so to speak, the developers were booted off the IP (since the publisher owned it) and cities 2 was a commercial and financial failure.
It didn't need to be that way.
For Cyberpunk 2 I think we can definitely avoid these mistakes by doing the following.
1. Transparency to the players.
2. Support the existing modding community. A CDPR mod ecosystem is fine, so long as it doesn't break all the hard work and ecosystem modders are currently used to (e.g. nexus, etc)
3. Don't scope it too big that it doesn't excel at any one thing.
4. People remain skeptical of UE5. Yes, CDPR are making their own build of it, and by the time CP2 releases in 2032-2034 it will be like UE8
5. Finally, take as much time as is needed to finish the game. This probably means 8-10 years including 2 years of testing, fixing and refining.


