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How the Creators of The Witcher and Cyberpunk 2077 Grew to become the Masters of Selection and Consequence

May 19, 2025
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CD Projekt Pink has a repute for making particular video games. The Witcher 3, now celebrating its tenth anniversary, remains to be ceaselessly cited as one in every of, if not the perfect, RPG ever made. In the meantime, Cyberpunk 2077 has (because of some substantial upgrades) blossomed into one of many deepest, most strong examples of open-world roleplaying. These two video games alone have made the studio probably the most well-known and revered on the planet, to not point out its different, equally fascinating releases. However what’s it that CD Projekt Pink does that makes its video games stand aside from their friends?

Whereas there are numerous components that come collectively to make sure a CDPR sport’s high quality, it’s how the smaller items connect with create a coherent and convincing complete that actually makes these RPGs sing. The authenticity of that complete is achieved by means of the story, world, and characters shifting and altering based mostly in your decisions. It’s a template that many RPG builders use, however few have succeeded of their ambitions in fairly the identical approach as CDPR has.

“After I play different triple-A RPGs or RPG adjoining video games, I fairly often can really feel the restrictions of their instruments,” says Patrick Mills, CD Projekt Pink’s franchise content material technique lead. “You’ll be able to see the ambition of the designer and also you see that the ambition is just not fairly delivered upon. And I feel lots of people who do not know the way video games are made take a look at that they usually simply say, ‘lazy devs,’ or ‘they’re unhealthy designers.’ And that is not what it’s. I feel, plenty of occasions, it is that your instruments simply aren’t able to delivering the factor that you just wish to do.”

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The Witcher 3’s Bloody Baron story arc options hidden decisions that may end up in tragic outcomes. | Picture credit score: CD Projekt Pink

CD Projekt Pink has spent practically as many hours making instruments because it has making video games. Virtually all of its RPGs have been constructed utilizing the corporate’s REDengine, a bespoke toolkit that has been designed, augmented, and iterated upon throughout 4 completely different variations to permit the design group to realize its very particular ambitions. These instruments have allowed all of the items of every sport to attach, enabling a coherent expertise during which gamers’ actions really feel impactful and accounted for.

Newer variations of the REDengine have additionally allowed the studio to get actually wild with a few of its quest designs. In The Witcher, as an illustration, there’s broadly three sorts of goals: exploration and investigation, dialogue-driven drama, and cutthroat fight encounters. By Cyberpunk 2077, the studio had pushed deep into the trivia of character creation, which opened up the necessity for a sport that supported a fair wider vary of playstyles, together with stealth and hacking – each of which require bespoke methods. Cyberpunk’s Phantom Liberty enlargement doubled down on this, leading to quests that referenced very completely different genres, similar to its well-known survival horror-inspired non-compulsory finale. Selection, then, has been key to CD Projekt Pink’s journey.

“I feel particularly with the RPGs that we’re making, which are typically comparatively sizable, it is virtually like a necessity, proper?” says Miles Tost, stage design lead at CD Projekt Pink. “You might want to discover the variability within the gameplay and methods to bend the methods in a approach that you just create some new and recent experiences, as a result of in any other case gamers will simply burn out on it.”

“With the scale of those video games, even [with] the perfect story, folks will slowly taper out if the gameplay would not preserve them engaged and refreshed,” he provides.

Regardless of the selection is and regardless of the consequence is, we would like gamers to really feel rewarded, even when the emotion ultimately is disappointment.

That’s to not say that tales aren’t an essential a part of CD Projekt Pink’s video games. Removed from it. In truth the studio has a tried, examined, and confirmed method to the way it tells a story in each single one in every of its quests. All of them want a twist. A wrinkle. As Mills explains, killing the bandits who stole from a village is “boring” and “not an fascinating story.” However efficiently telling the story of a bandit assault isn’t nearly turning an unpredictable nook – it additionally must take into consideration the strategy during which gamers discover that story. To anticipate that, CDPR places each quest by means of “destruction testing”, during which playtesters try and navigate the mission in each conceivable approach. With the info from that testing, quest designers are then in a position to re-tool missions to account for sudden participant behaviour, guaranteeing they help as many options as potential. The result’s a extra natural-feeling storyline that authentically responds to your decisions.

Decisions in video video games are difficult. Cyberpunk’s open-ended nature signifies that each single physique modification bought, weapon looted, and talent level invested can change the best way a participant interacts with the world, and so an enormous quantity of prospects should be accounted for – every thing from stealth to brutality to diplomacy to the inevitable player-divised techniques that take builders without warning months after launch.

However such choices will not be the alternatives that CD Projekt Pink is legendary for. Somewhat, the studio is understood for its huge story-branching decisions. For years such choices have been typically thought-about “BioWare-style”, so synonymous was the design with video games similar to Mass Impact and the unique Baldur’s Gates. However CDPR’s tackle them has arguably turn out to be the go-to within the public consciousness. That’s largely because of their problem; there’s no clear line between good and evil in both Cyberpunk or The Witcher, and so each selection appears like untying a thousand knots to work out the most suitable choice. However there are different elements: CDPR tends to delay the implications of your actions, which means you’ll be able to’t instantly reload a poor selection and check out once more, which grants every choice a way of inescapable authenticity. And when the implications do strike, they really feel impactful and far-reaching; decisions usually lead to main character deaths, political upheaval, or roll the cube on romantic encounters.

The success of those decisions is rooted in cautious preparation. “All the perimeters are offered to you beforehand,” says Paweł Sasko, affiliate sport director. “You had a chance to truly assimilate all the data. You understood it nicely, you get the characters, you understand what they’re about. So in the intervening time if you find yourself confronted with a selection, you perceive the context and also you perceive the implications of what you are doing.”

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The finale of Phantom Liberty lets you assist or betray Songbird. | Picture credit score: CD Projekt Pink

This thorough method signifies that gamers can have a nuanced relationship with the results of their actions. As quest designer Paweł Gąska explains, “We would like the participant to see that even a good selection can have unhealthy penalties, and {that a} unhealthy selection can nonetheless be justified due to one thing else you centered on.”

An ideal instance of this may be present in Cyberpunk 2077’s Phantom Liberty enlargement, which sees FIA agent Songbird provide to assist treatment your terminal situation, offered you assist her escape the clutches of her tyrannic employer. Concurrently her former companion, Reed, asks that you just assist him carry Songbird into FIA custody, as he hopes that his (admittedly questionable) bosses will do proper by her. By presenting each character paths as viable, nuanced choices relatively than a selection between good and evil, CDPR helps gamers construct genuine relationships and finally make choices that mirror their very own emotions and values.

“Regardless of the selection is and regardless of the consequence is, we would like gamers to really feel rewarded, even when the emotion ultimately is disappointment,” explains Sebastian Kalemba, sport director on The Witcher 4. “If that is coherent with the emotional journey we’re delivering, [it will allow] the participant to really feel [that they are] okay with this consequence.”

A number of of CDPR’s decisions have gone down in online game legend. Whereas the branching pathways by means of The Witcher 3’s Bloody Baron quest and the selection between serving to Songbird or Reed on the finish of Phantom Liberty are among the many firm’s finest and most well-known, my private favorite will be present in The Witcher 2. On the finish of chapter one you have to ally with both Vernon Roche, commander of the Temerian particular forces, or Iorweth, the elven chief of the Scoia’tael freedom fighters. Your selection right here fully modifications the quests, characters, and site of the sport’s middle-act. It was a daring, bold swing for the studio’s second-ever sport, and one it has not tried since.

“The issue with that’s not a lot about being daring, it’s principally concerning the sources you make investments,” says Tost. “We’ve not gotten extra afraid over time of individuals lacking our content material. We’re very a lot advantageous with that taking place. Nevertheless it’s additionally the quantity of sources you decide to principally making two completely different tales, which is sort of like two completely different video games.”

As quest designers, we are able to consider good decisions, however it’s the writers who’ve to truly elicit feelings within the gamers.

The corporate’s choice to maneuver away from level-based areas to an open world design made creating branching pathways as important as that in The Witcher 2 “tougher to do.” However the concept wasn’t deserted. The ultimate act of The Witcher 3’s Blood and Wine enlargement is notably malleable. Equally, the selection between Songbrid and Reed in direction of the tip of Phantom Liberty ends in two radically completely different pathways. “Phantom Liberty basically was form of a response to some criticism that we acquired for the bottom sport, which was that we misplaced plenty of non-linearity,” Tost explains.

In line with Mills, CDPR labored on Cyberpunk 2077 “considering that we understood selection and consequence,” however found upon completion of the bottom sport that such decisions weren’t touchdown appropriately. “We constructed selection and consequence into most of our quests,” Mills insists. “We constructed it into the construction of the sport, however it simply did not really feel satisfying.”

Following a interval of cautious evaluation, the Cyberpunk improvement group got here to the conclusion that its method to selection and consequence had been too refined. Components that telegraphed upcoming decisions have been usually missed by gamers who merely couldn’t spot such small particulars within the dense ocean of near-photo practical element that’s Evening Metropolis. After which, following their choices, gamers weren’t being proven the implications of their actions in a transparent method.

“The Witcher 3 had a construction the place you have been making your decisions, you have been visiting Skellige and [Velen] whenever you made these decisions, after which later in following acts, you have been really visiting these locations once more,” remembers Sasko. “And we may, in a very easy approach, present you, ‘Hey, listed below are your penalties, since you are visiting the identical locations once more.’ It is so easy to do it. In Cyberpunk, the construction is a lot extra advanced. You not often come again to the locations that you’ve seen.”

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Siding with Iorweth and the Scoia’tael in The Witcher 2 ends in a really completely different model of Act 2 than if you happen to’d allied with Vernon Roche. | Picture credit score: CD Projekt Pink

Sasko discusses his work on The Pickup, a Cyberpunk 2077 quest during which you have to purchase a prototype fight robotic from a gang holed up in a meat manufacturing facility. There are a selection of the way this quest will be tackled, and the aftermath displays your method. “Once you come again to the meat manufacturing facility, there are penalties of your decisions,” Sasko says. “However you must actually be there, come and search for it, and most gamers do not. That is the fact. So the educational [is that] the construction of the sport must help [revealing the consequences].”

It was this studying that led to a “extra heavy handed” method for Phantom Liberty and its branching remaining questline. However the selection and ensuing department is just value a lot in and of itself. As a result of irrespective of how good the selection is, irrespective of what number of choices are constructed into the story, none of it could actually succeed if the writing surrounding the selection is sub-par.

“As quest designers, we are able to consider good decisions, good dilemmas, good themes, however it’s the writers who need to ship the dialogues that can really elicit feelings within the gamers,” says Gąska. “It is the cinematics [team] and the animators who’ve to provide [the story] to you in a approach that you’ll really really feel it.”

Gąska likens this to the dilemma of a terminally in poor health particular person deciding to finish their very own life. With none emotion or connection, the query is “only a theoretical factor.” However when the selection is private, involving folks you like and look after, it turns into a heart-wrenching problem. And so the basic talent behind creating resonant decisions is to craft characters that really feel really genuine. Such authenticity can then inform how decisions and penalties are constructed into the sport’s design and story.

“Our method is the method for the best way we dwell, proper?” says Kalemba, who explains that he doesn’t consider in foreshadowing the implications of decisions. “You don’t know what is going on to occur tomorrow, however there are a number of decisions you have got right now. And by designing the expertise from the get-go this manner, we let ourselves do our video games as finest as potential and ask gamers to be open and prepared for the implications.”

Whereas Kalemba and his group will little doubt draw upon the studio’s prior successes for The Witcher 4, there’s naturally a want to do one thing extra superior. One thing extra spectacular. However to take action would require fixing a difficult improvement puzzle.

“The entire work we did on [our] expansions was typically extra pleasurable than engaged on the bottom video games themselves,” admits Tost. “All of those unknowns that you just had whenever you have been engaged on the bottom sport are answered and it is a matter of pure creation. I feel we should always take a look at how we reply these questions in a well timed method in order that we are able to simulate the method of engaged on an enlargement sooner than by the point we get to creating an enlargement.”

Such an method is made all of the extra trickier by instruments – CD Projekt Pink is leaving its bespoke REDengine behind for The Witcher 4, as a substitute choosing Unreal Engine 5. And so forth prime of attempting to reply these questions, improvement workers may even be studying how finest to maximise the potential of a brand new and unfamiliar engine. To fulfill their ambition, the group might want to keep away from Mills’ earlier commentary of builders combating in opposition to the restrictions of their instruments. Little doubt a detailed relationship with Unreal’s creator, Epic, will likely be important to moulding the engine right into a form that enables CDPR to ship on its objectives.

“We wish to put participant company within the heart,” says Kalemba of these objectives. “We would like gamers to have the ability to actually sense these alternatives and to go in-depth with regards to selection and penalties.

“It is the evolution of The Witcher, so extra instruments at gamers’ disposal to have the ability to not solely play and go along with the implications narratively, but additionally gameplay clever,” he provides. “We wish to give gamers extra instruments, extra alternatives, to have the ability to really feel that ‘I’m the participant and I outline my expertise.’”

Merely matching The Witcher 3’s decisions and their ensuing penalties could be a large enterprise for CD Projekt Pink. However to evolve and advance The Witcher 4 past the studio’s previous accomplishments little doubt requires one thing far more advanced. As Cyberpunk 2077 proved, even the grasp of branching tales can journey and fall. Phantom Liberty noticed the studio stand again up and dirt itself off, however The Witcher 4 would be the true check of how previous learnings inform new ambitions. Hopefully Ciri’s subsequent journey will proceed to cement CD Projekt Pink’s repute because the studio devoted to respecting and fulfilling participant decisions.

Matt Purslow is IGN’s Senior Options Editor.



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