Okay. So, this is most of what I think we learned from watching the demo, supplemented by stuff that’s been said in various interviews. Citations will be included when an article or interview is mentioned the first time, after that it will be cited merely by its number. They also give the obligatory “work in progress disclaimer” across the top of the screen throughout ... so heads up for changes in the future. I’ll add to that - all of these impressions are based on the demo, as well as articles and interviews published about Cyberpunk 2077 thus far. Take everything with a grain of salt.
Here’s the Demo:
Here’s the Demo:
We start off with the awesome looking title screen, and the narrator tells us that the Cyberpunk 2077 is a “narrative driven, open world RPG.” While it’s not mentioned here, it’s also been clearly stated that the game will be purely single player at launch. (1) https://www.eurogamer.net/articles/...-gameplay-and-interviewed-cd-projekt-about-it
To elaborate on the “narrative driven” point, Patrick Mills told Eurogamer “It's not a linear story. We want to do the same thing we did with Witcher 3, which is have really involved choice and consequence. In terms of the demo you saw, there are several different ways to approach that encounter … You can go in there guns blazing. You can go and talk to them. There are a few other things we … don't want to talk about. We also want to have those choices and consequences that I think were greatest in Witcher, which were the ones where you make the decision not knowing what the outcome was going to be, and you have to go with your gut and figure out exactly what you want, and then later you see the consequences. We want a lot of that here. And you will be able to affect the main story pretty significantly.” (1)
Maciej Pietra said in another interview that “we learned from The Witcher, especially from the Bloody Baron quest … that some of the best stories are the most personal ones. We truly believe that with those personal stories told in a broader spectrum, the core [there] is that basic human emotion, and just like those kinds of quests in The Witcher, we’ve approached designing Cyberpunk in the same way.”(2) http://fandom.wikia.com/articles/cyberpunk-2077-the-fandom-interview
As far as how the narrative will be designed, Patrick Mills told metro that the narrative will be structured around the main quest. “[A]fter we’ve written out and sketched out the main story we find the characters that maybe we want to spend more time with, themes, or even bits of old main story that aren’t getting used anymore. Because we iterate a lot so sometimes you wind up with something that is part of the main story and then at some point you’re like, ‘No, main story has changed but we’ll make it a side quest’. And because there’s not the pressure of being part of a multi-hour long story you have a little bit more freedom to figure it out. And for us, our rule for side quests is that the story has to be something that you’ve never seen before, there’s gotta be something in this story that’s different. It’s never gonna feel like, ‘Go here, do that’. It’s you go there and do that and then something happens.”(3) https://metro.co.uk/2018/09/05/cybe...t-willing-to-say-is-what-were-saying-7916829/
To elaborate on the “narrative driven” point, Patrick Mills told Eurogamer “It's not a linear story. We want to do the same thing we did with Witcher 3, which is have really involved choice and consequence. In terms of the demo you saw, there are several different ways to approach that encounter … You can go in there guns blazing. You can go and talk to them. There are a few other things we … don't want to talk about. We also want to have those choices and consequences that I think were greatest in Witcher, which were the ones where you make the decision not knowing what the outcome was going to be, and you have to go with your gut and figure out exactly what you want, and then later you see the consequences. We want a lot of that here. And you will be able to affect the main story pretty significantly.” (1)
Maciej Pietra said in another interview that “we learned from The Witcher, especially from the Bloody Baron quest … that some of the best stories are the most personal ones. We truly believe that with those personal stories told in a broader spectrum, the core [there] is that basic human emotion, and just like those kinds of quests in The Witcher, we’ve approached designing Cyberpunk in the same way.”(2) http://fandom.wikia.com/articles/cyberpunk-2077-the-fandom-interview
As far as how the narrative will be designed, Patrick Mills told metro that the narrative will be structured around the main quest. “[A]fter we’ve written out and sketched out the main story we find the characters that maybe we want to spend more time with, themes, or even bits of old main story that aren’t getting used anymore. Because we iterate a lot so sometimes you wind up with something that is part of the main story and then at some point you’re like, ‘No, main story has changed but we’ll make it a side quest’. And because there’s not the pressure of being part of a multi-hour long story you have a little bit more freedom to figure it out. And for us, our rule for side quests is that the story has to be something that you’ve never seen before, there’s gotta be something in this story that’s different. It’s never gonna feel like, ‘Go here, do that’. It’s you go there and do that and then something happens.”(3) https://metro.co.uk/2018/09/05/cybe...t-willing-to-say-is-what-were-saying-7916829/
Last edited: