There's a new CDPR playtest program

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Very nice
I see it as a bad sign. CDPR didn't do anything like this for Witcher 3 and CP77. And I think they are doing it now because they want to dig deep into players' mindsets (possibly because of CP's bad launch), understand them, and bend game designs around them. We will see...
 
I see it as a bad sign. CDPR didn't do anything like this for Witcher 3 and CP77. And I think they are doing it now because they want to dig deep into players' mindsets (possibly because of CP's bad launch), understand them, and bend game designs around them. We will see...

And how would it be a bad thing to bend game design around what players want?

Also, this is an expansion of their program. They have been doing this for a long time.

These types of tests with the public are common. They happen with almost every product there is.

You can be certain that CP2077, TW3 and possibly the second and first games went through tests groups in various ways.

With that said, good on them for expanding their program to their US branch. Although, I would prefer if they used Larian's approach. It's exactly what early access is all about and, clearly, it can help achieve incredible heights.
 
I see it as a bad sign.
Ah why?
Like @GrimReaper801 pointed out, it's pretty common practice for most studios... maybe not as "public" as this one, but still. Quite useful to gather advices, opinions or find issues from people not involved in gaming development/industry. And not only in gaming industry, your favorite soda was at some point tested by "random" people.
With that said, good on them for expanding their program to their US branch. Although, I would prefer if they used Larian's approach. It's exactly what early access is all about and, clearly, it can help achieve incredible heights.
Yeah, nothing better than an early access. When there are plenty of people playing your game, they can find issues/problems you would never found by your own.
 
Yeah, nothing better than an early access. When there are plenty of people playing your game, they can find issues/problems you would never found by your own.

I remember BG3's earliest builds and a lot changed over the years prior to release. Even the companions were very different. They were far more evil inclined and it's because the community was so disappointed that they decided to strike a more balanced approach.

I would argue that triple A games make for far better candidates for early access than indie titles to be honest.
 
Eh, I think what players may want and what a game is supposed to be about may quite differ.

Well, realistically, players do decide what a game is supposed to be about. If players don't enjoy what the game is about, it won't sell. You may disagree with what the majority considers makes a great CDPR game but as long as CDPR is creating AAA games with AAA budgets, they'll cater to that majority first.

Regardless of that, these tests, whatever the product is, aren't complete free for all events. These events will be controlled and meant to gather feedback on specific concepts or systems. These ideas/concepts/systems would already be created and the event is meant to detect flaws, find bugs or receive feedback on ways to improve that they(CDPR) may not have thought of. Not for players to just say "scrap all of this and do that instead".

In other words, CDPR is still at the helm and deciding everything. They won't do anything that's completely antithetical to who they are. It's really just to get extra, targeted, feedback. There really is nothing to worry about here.
 

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I might try it, but I have self-discipline issues and an anarchist mindset. :D
I can forget about everything and just play for free.
Better yet, I won't even consider participating. ;)
 
I see it as a bad sign. CDPR didn't do anything like this for Witcher 3 and CP77. And I think they are doing it now because they want to dig deep into players' mindsets (possibly because of CP's bad launch), understand them, and bend game designs around them. We will see...
Except they're developing with an entirely new engine; or at least new to them. That's going to impact nearly every aspect of their game design, from how many effects are too many effects, to UI design, to complexity of quest design, and so forth. I can only see this program being a good thing. Warsaw, Vancouver, and Boston aren't on my near future travel plans though. But if they want to camp out for a few days in central Florida during the winter, I'm in.
 
Except they're developing with an entirely new engine; or at least new to them. That's going to impact nearly every aspect of their game design, from how many effects are too many effects, to UI design, to complexity of quest design, and so forth. I can only see this program being a good thing. Warsaw, Vancouver, and Boston aren't on my near future travel plans though. But if they want to camp out for a few days in central Florida during the winter, I'm in.
Surely: with the move to Unreal Engine 5, there will likely be a big learning curve for everyone. Plus, it's an absolutely smashing engine. While Space Marine 2 didn't wow me with the gameplay...the world and visuals were amazingly well done. And I have never once in the past ever seen a game run that flippin' well right out the gate while still providing that insane level of graphical fidelity. The engine is incredibly powerful.

The tests, though, I'm not sure are necessarily engine-based. My impression is that they're more looking for simple design of control schemes, UI elements, button layout, maybe integrating patterns between M&K and controllers...that sort of thing.

I'll be interested to know more if they release anything.
 
Surely: with the move to Unreal Engine 5, there will likely be a big learning curve for everyone.

Honestly, probably not that much of a learning curve.

As I said in the FSR thread, two of my friends are working on their own indie game. They're using UE5. Both of them vets of the industry who had dabbled a bit with UE3 but never actually worked with UE. Both of them found it incredibly easy to adapt to.

I help them from time to time with my limited abilities that I gained through almost a decade of creating mods and just reading on the subject and even I found it surprisingly easy to pick up. Granted, I'm not doing anything super in-depth but still impressive.

It's a terribly powerful engine but it's also incredibly well designed and user friendly.
 
It's a terribly powerful engine but it's also incredibly well designed and user friendly.
This may be because it allows setting up some of the in-built features with a single checkbox or using the tools for simple use cases effeciently, but what about the whole AAA development process that requires a lot of optimization, iteration, custom features and tools, third-party integrations, etc.?
 
This may be because it allows setting up some of the in-built features with a single checkbox or using the tools for simple use cases effeciently, but what about the whole AAA development process that requires a lot of optimization, iteration, custom features and tools, third-party integrations, etc.?

That is definitely not something I can speak of on a personal experience basis but my two friends are of the opinion that even higher level, advanced, additions, modifications and code optimization are fairly easy to pick up on and integrate. Again, they are industry vets. One of them has been in the industry for over 15 years, the other is going on his 18th year. They've been at this for a very long time.

I, and their other testers, can certainly vouch for that. Their game has grown by leaps and bounds over the last 6 months while maintaining impressive performance. Especially considering how they've been leveraging the engine's full graphical power lately. Granted, their game is an indie game and isn't on the same scale as an AAA production but since they're both industry vets who both have been/are involved in AAA projects at various levels, I'm inclined to believe them when they tell me it's easy to pick up.

As far as third party additions, that's a different story. That can require extensive work between EPIC, said third party and CDPR for sure. Other third parties, like say AMD, are already ahead of the curve and releasing plug-ins for some features to be easy to integrate into UE5. FSR, for example, (again, the friends told me this) was ridiculously simple to integrate. UE was always a popular engine but it's popularity has increased tremendously over the last few years. A lot of third parties seem to see the writing on the wall and are taking the necessary steps to make UE integration of their specific solution easier.

Let's also not forget that CDPR's deal with EPIC wasn't described as a typical licensing agreement but a partnership. A 15 years partnership. There are some RPG specific tools that UE, in it's current form, does not have or has more rudimentary versions of. In other words, I suspect EPIC and CDPR are working closely together to improve the engine as a whole, not just for CDPR's specific purposes. Considering the 15 years timeline, I suspect that's also meant to make UE5 and it's future versions far more interesting for studios interested in creating deeper RPGs.

EPIC already releases a lot of information to help would be studios/developers. They also have a pretty good reputation for helping licencees who need help. Considering the chosen wording of partnership, I would be tremendously surprised if CDPR isn't getting some superior support from EPIC when needed. Of course, that's speculation on my part. There just no way for us to know the specifics of CDPR's deal and working relation with EPIC.
 
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