This is a transcript from an interview by Polish podcast Masa Kultury.
The translation is the heroic effort of Kodaemon, an old witcher forumite, who translated it and transcripted it, which took him HOURS to do
For those who don't know, Adam Badowski was Art Director for The Witcher, Project Lead for The Witcher 2, and now is Managing Director, and as such is overseeing both future CDProjekts' titles.
Enjoy. )
MK: You mentioned having a big team - how many people are working on The Witcher 3? I guess we'll talk more about it later, but I suspect work at the studio is organised in such a way that you can take a breather and work on Cyberpunk for a bit when you're too tired of fantasy... but what size is the core team, how many people are working on TW3 right now?
AB: The Witcher 3 team itself is about 89 people, but there's also the engine team of course which is already over 20 people, then there's QA and so forth, and naturally some people work on both projects... But the core of the Witcher 3 team is about 89 people.
MK: And how does the Cyberpunk team compare to that? I'm wondering which of these games is currently the more important one - I understand that the hype for The Witcher 3 is greater than for Cyberpunk right now, but it's also a gigantic world...
AB: It depends on what you mean by important. The Witcher 3 is at a different stage of production than Cyberpunk - Cyber punk is about establishing a new brand... that kind of sounds bad, but it's about making sure the game is unique, that it carries new ideas that will really grip the audience, so we need to do a lot of experiments and prototypes. The Witcher 3 is a lot more advanced as a project, so in that sense it's more important, since it's coming out earlier. It's also the continuation of the saga, so that's the difference. Both projects are equally important really, they're the two hearts of the studio, we have two hearts. But their dynamics are different, working on them looks differently. One already has a lot of content ready, the other is more about new types of gameplay, new story threads, establishing the whole universe, the design bible...all fascinating stuff. I'm not saying production itself is not fascinating, but the dynamics are different.
MK: The PS4 seems a bit like a PC, so it will probably be easier to work with, right?
AB: It's a bit of a war of ambitions. Our greatest ambition is to making games, making content. I mean, it's nice to be a studio with a strong technology, but you have to remember how important the tools are. You have to do everything at once, you need to develop the tools for your technology, you have to develop the engine for your technology, you have to improve the visuals and you have to create the content, which is the most impoortant, since ultimately it's the game that matters. We're not Ubisoft and we'll never be, we want to be a studio that will never be larger than 200 people. We've all been through a lot here, we don't want to be a bloated corporation, we want to avoid the corporate model at all cost, so we'll never be able to afford making an engine first, finalizing it and only then starting to work on the game. That's fine in theory, but in reality, while staying independent -because we want to keep our independence- you have to make a profit, you have to make stuff that's good. Our aim is to make 90+ rated games, whether it's Metacritic or any other system - I don't want to discuss Metacritic here. This means at some point you have to choose - do you want to develop for the PS3, or do you want to put your strengtgh into developing the next Witcher. There are always these choices.It would be great if we could always do everything at once and do it good, but as I said - big corporations can afford that, EA, Ubisoft, who sometimes have real slaughers behind the scenes, closing studios so they can finish other project instead, stuff like that. We're different, we want to be a small or medium sized, independent studio, independent creatively, independent financially, so we need to manage our studio wisely. We won't be able to achieve everything, so we have to focus on what's most important. For me, that's content, that's games.
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MK: As far as I know, Mike Pondsmith is working more closely with you on Cyberpunk 2077, right?
AB: Yes, Mike Pondsmith is working more closely with us, but he's the guy who created the p&p system, that's over 40 sourcebooks - not all of them are from Talsorian, of course, but most of them are. That's Cyberpunk 2020, also Cyberpunk 3.0 which didn't realy stick... Anyway, Mike Pondsmith created the game mechanics, so not only the story, the other way around even he mostly did the mechanics for the game, and addons for that mechanic. Mike Pondsmith also worked at Microsoft, making games, so he knows what it's all about. This is why it was natural to enter a dialogue, since we're speaking the same language, the language of game developers, and we decided to use that. Of course, we have creative freedom just like with The Witcher, but Mike Pondsmith is sort of an advisor to us, who solved a lot of things in the game mechanics himself, since they're based on the mechanics of the pen & paper game. And that's great, because we have a largely unified, coherent RPG system thanks to that. There were some things that were questionable in terms of balance in the game, so we fixed that, and some things were not possible to carry over without breaking the player's experience, for example shooting has to be based on the player's skill somewhat, not just the character's, so we had to rework that, and of course Mike Pondsmith was indispensable. So, that's why the cooperation looks different here. Andrzej Sapkowski is the creator of the Witcher universe, a writer, so that's the level we could work with him on, but not on the gameplay and implementation level.
MK: You mentioned player skill in the context of Cyberpunk, that's interesting since it's different from The Witcher, where stats are quite important. Skill too, of course, but...
AB: It's the same in The Witcher and Cyberpunk, it's just that mechanics of shooting are different than mechanics of swordfighting. We chose a system for The Witcher where the game helps the player choose a good sequence, that is, it has to look good since Geralt is a master swordsman who does all these pirouettes and cat-like moves, so the game helps at that. Of course, it's all based on RPG stats, but when it comes to shooting, it's bad when you're aiming at the gead, and it's an obvious headshot from 1 meter away, but the game says "nope, the stats say something else". These are the problems that you have to find good solutions for, to eat the cookie and have the cookie, and that's what we've been working on with Mike Pondsmith.
MK: About Cyberpunk, maybe you could reveal what your idea for the game is. I mean of course it's going to be a story-based game, with a lot of moral choices, we can be sure of that. But I'm wondering about the hero, do you like the idea of a precisely characterised protagonist like Geralt or would you like to try something else, have more freedom in character creation, which is really the basis of most RPG systems, including Cyberpunk.
AB: Right. Of course, we will have character creation allowing both for female as well as male characters. In Mike Pondsmiths game, the character's backstory was really important - there were all these statistics, but that's where you started with, the backstory. Let's say you had two brothers, and one of these brothers could be used by the GM at some point in the game to make the story harder or weirder - the character was always important in the context of their past experiences. Of course it won't be Geralt, since Geralt is very well characterised in the short stories and novels, but it's still important to chreate a character who has some story behind them, some past misdeeds and experiences that influence the story that we'll be weaving later. This kind of sums up our approach. With Cyberpunk, we don't want to do this sort of laboratory cyberpunk, you know, running around labs and fighting rogue AIs, since that's not really that interesting. We want to have more Kingpin-like moments, I don't know if you remember that game...
MK: Sure.
AB: So, these street level stories that bring us closer to the character. Of course, there's always this epic moment, but we don't want it to be a game where we mow through hordes of corporate lab security guards. We want to explore other themes than that.