Other stuff including 'dialogue' and 'character appearance' and 'choices'.
By Jess Colwill on May 2, 2013 at 1:45 pm
Cyberpunk. It’s gritty, it’s dark, it’s big guns and augments and mean streets. But it’s more than just an aesthetic, says Cyberpunk 2020 creator Mike Pondsmith. It’s a philosophy — a subtle one — about corruption and decay as well as ambiguity and individualism. It’s been done in video games before, but not well. As such, Pondsmith was nervous about letting anyone take another crack at it.
“At the beginning he was really scared. You could see that on his face,” CD Projekt RED game director, Mateusz Kanik said, when Pondsmith came to their Poland office to discuss Cyberpunk 2077. “There have been attempts at Cyberpunk games in the past and each of them was bad, and he was scared it would be the same again. But he came to us at the beginning and met the team, and we talked about vision, ideas, how we want to approach this adaptation of his work – and when he left he was extremely happy about it.”
But that’s not all the word ‘cyberpunk’ means to the team. Sure, they’ve got the ‘cyber’ part – but what about the ‘punk’?
“There are lots of cyber games around, but there’s not a lot of punk in those games,” Mateusz says, “We want to put more punk into ours. We do not want to make a dark and hopeless world. We are not doing Blade Runner. It will be full of rock and roll. It’s more like a Tarantino approach.”
This is still just scratching the surface, though.
“First of all it will be an RPG, so that means you create the story. In Syndicate and other shooters you can do no such thing,” says creative director Sebastian Stepien. “The other thing is that you will have the chance to create your character’s personality. This is very, very important. The style and mood and atmosphere of this world, what you do at the bar, what do you drink, how you react with other people, what dialogue you choose — all these things let us keep the Cyberpunk atmosphere all the time.”
“We will have several features that allow you to create your [visual] style, and your style will affect gameplay, storyline and relationships between characters. It’s about telling story via what happens, not cutscenes or other features,” Mateusz added. “To do that we need to create a totally new unique dialogue system – we’re doing that right now, it should be awesome.”
Sounds great, but it’ll all take time. So much time, in fact, that there’s basically no chance that we’ll be seeing it before 2015. So try to forget all that amazing stuff I wast just talking about.