Here at CD Projekt Red we are inspired by many different types of games, not only cyberpunk games. And INSPIRED is the key word here. Taking one feature from game A, another from game B and yet another from game C doesn’t mean that final product will be a game of A+B+C quality. There is actually a high chance that if the process of adapting features wasn’t done carefully or mixed properly, then the final game will be a disaster – the sum of a bunch of things that do not work well together. And no one want to end up with Cyberpunk game like that, right?
Dystopia and Syndicate are, of course, not the only games that we are looking at, though they are obvious inspirations. There are quite few more. I will only highly major features of these games that have guided what we want Cyberpunk 2077 to become, and maybe in the future we will go into more details about how these concepts work together.
System Shock (1994) – Great atmosphere combined with non-linear gameplay
Fallout 2 (1998) – A character’s development could determine the available dialog options he/she would encounter
Baldur’s Gate Saga (1998-2000) – Faithful adaptation of a Pen& Paper RPG system without getting bogged down in numbers.
Deus Ex (2000) – Considered by many to one of the best (if not the best) Cyberpunk game. It had an involving story multiple ways to accomplish a goal. One of first games of its time and still one of the very few games where it was possible to finish it without killing anyone.
The Witcher series (2007, 2011) – Rich and mature story. Stunning graphics.
Skyrim (2011) – One of the best implementations of an open, sandbox world.
As I mentioned in my blog about implementing Pen & Paper mechanics, every game mechanic we introduce has to have a purpose. We can’t simply add them because they sound cool or work really well when you sit around with your friends. Things may look and feel great on a paper but may simply not work in a computer game. The same goes for features in other computer games – it may work in that particular game but is it going to work in another? Most of the time, the simplest things are the hardest to get right. This deceptive simplicity is like a minefield … you find out about it when it’s already too late. As much as we would like to implement every single feature from the original Cyberpunk 2020 and to get as many different amazing game features into the game as possible, we are only demi-gods and our powers are limited by that speck of human blood. You also need to remember that every game out there has its own story to tell and its own original contributions to make and Cyberpunk 2077 is no different …
Marcin Janiszewski – Senior DesignerTweet