CD Projekt Red's lead level designer has openly discussed what Cyberpunk 2077 could have done better with its non-linear levels, using the Dishonored games as influences for the future.
Speaking at GDC 2023 panel «What Cyberpunk 2077 Taught Us About Non-Linear Level Design» (via IGN), Miles Tost discussed the problems that CD Projekt Red ran into when creating branching story paths through gameplay, explaining that this method didn't work out the way he hoped.
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To him, the game struggled when it came to balancing storytelling and gameplay freedom through exploration. Tost added that although storytelling is a strength for CD Projekt Red, it is also an obstacle, saying, «We pride ourselves on being storytellers, and we didn’t want to stop a player’s lack of foresight from enjoying the narrative,» Tost said.
The developer added that this meant including a «generic path» for players focused only on the campaign who didn't want to miss out on anything, but this ultimately resulted in most players taking the easy path instead of interesting, branching ones.
Tost pointed to Arkane's Dishonored 1 and 2 as games that did a better job with non-linear levels, saying that the games' optional stealth gameplay is rewarding to players who find alternative paths of progression. The developer hopes to use these games as major influences for future CD Projekt Red titles.
«We need to treat paths as special,» Tost said. «This is what creates value in the choices players
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