Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
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gamedeveloper.com
Disagree with this and I think interestingly enough even large amounts of mainstream players have started to disagree with it. This gamification, ironically enough not a good thing in a game, does not take the player seriously. If you have to put exclamation points or guardrails around your game you are taking responsibility away from the player. It's like riding a tricycle.
Contrast this with Elden Ring which deliberately ditches almost all of this. You can miss 80% of the game on your first playthrough but that's entirely up to you. And the experience of finding some gigantic world below the surface that just exists, with entire stories in it but completely unadvertised makes it seem incredibly mysterious, like nobody even designed it, you just stumbled over it. It gives an incredibly level of depth to a game world. There's this underground area full of gigantic trees that looks like a Hieronymus Bosch painting with a gigantic corpse in it and my first thought finding it was basically "am I the first person here?, do the developers know this exists?". A world having that much of a life of its own is a hug feat for a work of fiction.
Like… you could have been able to do something really light touch like ask the merchants if they’ve heard any rumors on where characters are.
I think the only quest I managed to naturally find all the plot beats for was Jar Alexander.
Sekiro was their best work. I’ll say this to the end.
Agreed, 100%. Sekiro is a masterpiece.
I think they did it a disservice by adding the online messaging system to it post release though. I like the system in Souls, but it just really doesn't belong in Sekiro and ruins the mood.
....What? I mean you might miss the quest lines but this isn't Skyrim. The questlines are a teeny tiny portion of the content in a From Soft game. The quest lines are fun little bits of interactivity and current plot but the overwhelming majority of the game is just in exploring the areas, fighting the enemies, and finishing the game. You could miss all the sidequests in Elden Ring but still see almost all of the game if you were willing to just wander around looking at stuff
My favorite example of this was Ash Lake in Dark Souls 1. In one of the most difficult and miserable places in the game there's a random tree with a chest in it. If you happen to hit the wall behind it, you'll find it's actually illusory, and be rewarded with another chest. At that point you probably think you've already found the secret, but if you move being the second chest, you'll find this wall is illusory as well.
You'll walk down a path and find that this tree is actually hollow, and proceeds into the ground for hundreds of feet. You can try to make it down, but it's quite the gauntlet: you have to deal with irritating platforming, and enemies that will curse you and remove half your health.
If you have the patience to make it all the way down, you emerge from the tree and are greeted with one of the most spectacular vistas in the game: a seemingly endless lake stretching to the horizon, filled with gigantic trees, each hundreds (if not thousands) of feet tall. If you then make the journey all the way down the beach, you'll encounter an amazingly bizarre (but peaceful) dragon.
All of this hidden at the bottom of a miserable swamp behind two unassuming illusory walls. It's so magic the first time you find this, and it reminded me of playing games as a kid, where the possibilities of what might be around the next corner felt endless.
The quote is about making consequences obvious. Elden Ring does this in spades. Hell, at one point in the game, a huge section of the map becomes a giant hole, and at another part, the massive tree that is visible throughout the game begins to burn, dropping ash across the whole world.
So yeah, pretty great story scripting, voice acting, and character animation, but it was heavily undercut by some core mechanics in my opinion.
Keep in mind that the main story isn't all that long, so from my perspective the game was just getting going.
Subverted in the end by killing off everybody no matter how well you play.
I didn't feel this pressure, which resulted in the opposite problem. I played all of the side missions before anything else where they were available. By the time I finished those and got back to the mainline, I was all powerful and the story was an unchallenging walkthrough.
Contrast this to Bethesda games, where the entire game is an elaborate simulation that can be poked and prodded as you please. In fact I've never even completed a main quest in a Bethesda game, I just spend all my time exploring and dicking around and it's WAY more fun than the on-rails theme park rides that are CDPR games.
I don't think Bethesda has ever quite lived up to that ambition even in the days of Daggerfall and Morrowind, but they have at least tried.
Cyberpunk is unfortunately nowhere near as good in terms of the story as the Witcher.
Everyone mentions the blood baron quest - and yes, it was great, outstanding even. I've never seen anyone mention anything after that point - it's just a mess of narrative that gets in the way of some other great content in that game.
Cyberpunk has great main quest and memorable side stories.
I lost interest in Cyberpunk quite early. To me Cyberpunk is too American with overdone themes. Although the Cyberpunk anime is great. Simple story, but has really well put together characters and delivers emotional punch. I will have to try to get back to the game. Maybe on second try it will be better.
A tremendously important point in the Cyberpunk anime was the fact that their world was really horrific to live in. You could live semi-miserably and go out in an untimely fashion--possibly even in a blaze of glory--or you live completely miserably and could go out in an untimely fashion with a whimper. Living well and pleasantly was really never on the table.
Whereas, Cyberpunk the video game is the standard, kinda-generic power fantasy. You never really feel "oppressed" by the overall system as you're kind of outside it.
The Witcher 3 is weird, relative to Cyberpunk. I haven't finished it, but it's writing is a lot more grounded and less... bad. The gameplay feels clunky, though, and the pacing is completely fucked (cutscene -> fetch quest -> cutscene -> fight -> GOTO 0;). Neither of these games really deserve commendations for the way they handled questing, and even the most heralded RPG interactions like Dark Souls and New Vegas leave plenty of room for improvement.
I struggle to remember any aside from the cowboy detective (because he was so unimaginably annoying) and the magic taxi.
Magix taxi was fun, but the ending was fairly unsatisfying.
- the story where a guy agrees to be crucified on live TV
- the whole detective sidequest - it's a shame you only remember him being annoying, the entire story about family, about finding your relative, about solving a horrendous crime mystery - absolute masterpiece.
- the whole Panam sidequest - she grew from someone I didn't care about to being a close companion. And the quest where her and the rest of the aldecaldos go to steal the neural-link driven tank is just epic. Also her relationship with the aldecaldos.
- whole Judy storyline, where she comes to gripes with the death of her close friend and how the system doesn't care about any of them. The moment when you sit with her at the edge of a poisoned lake and talk about life will always be in my memory.
- the side quest with destroying the prostitution gang owners so that the women could basically get revenge and run it themselves - 10/10 for some moral choices.
- the entire Rogue + Johnny content that wasn't necessary for the main mission. Damn that character goes through a redemption arc like no other.
- the AI taxi quest was actually stupid and it felt like an excuse to make some out of universe jokes(with one taxi being voiced by Glados from Portal if I remember correctly). But I mean....meh. The final choice was cool.
All of the above adds to the fact that at the end of the game you actually care about the characters that surround you and you want to see them there with you. I've gone back and played through every possible ending(other than the secret one because it's so bloody hard) just to see what happens. And in the endings where you don't contact Pam or Judy...man it's actually heartbreaking. Like it makes you feel like shit. None of this would happen if their sidequests weren't actually good.
I've long been a fan of open world MMOs with basically next to no mandatory quests. Think Runescape, Ragnarok Online, MapleStory, etc. Loved them, and Ragnarok Online is to this day still among my top favorite games of all time.
One day, Guild Wars 2 dropped to great hype and fanfare and I bought it to try it out.
Good fucking god damn hell in a shit basket, I fucking hated it. Quests everywhere. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests.
Walk around a bit? Here's a side quest! Pan the camera? Here please take this quest! No? How about this quest?!
It is still the worst use of $60 bucks that I've ever spent.
As you wander through zones in the world dynamic events will spawn for example you might run into a merchant in need of an escort between villages or you'll run across a farmer who needs you to defend his flock or whatever. Many events are simply on a timer and some are triggered by specific actions you (or another player) have done elsewhere in the world.
The events can be simply once off events or they can be more complex with multiple states. I.e. an event can spawn where a bunch of npc soldiers want to take back a mine from monsters - players can escort them to the mine help them clear it out. If successful then later on other NPC's will move into the mine new vendors will become accessible etc. Later still the monsters will congregate and launch a new offensive to retake the mine an event will spawn to help defend the new settlement.
I like the feeling this gives the world. For me at least it makes the game world feel like it's fresh and things are constantly happening even when your character is not around the world is alive and things are changing all of the time.
This is different from my experience playing an mmo like World of Warcraft, which had static NPC quest givers in zones and once you'd done the content, which tended to be stuff like kill 15 of this enemy and then report back to me - there was little reason to revisit the zone again.
The questline in guild wars 2 which reveals the larger narrative and your characters personal story is instanced content, separate from the event system.
None of the events in Guild Wars are mandatory you can ignore all of them to your heart's content - don't feel like escorting the merchant you can walk past him on the road. Don't want to help the farmer defend his flock from the wolves - you can go right on ahead and ignore it. So it's strange you would get hung up on that aspect of the game. If you wanted to run around and explore the open world going from zone to zone as you please you can go right ahead and do just that.
It's kind of like trying to use the internet today without an adblocker. Much like how the internet spams ADVERTS ADVERTS ADVERTS ADVERTS ADVERTS ADVERTS in my face every chance they get, Guild Wars 2 spammed QUESTS QUESTS QUESTS QUESTS QUESTS QUESTS in my face every chance it got. I couldn't stand it, I fucking hated it; I refuse to call Guild Wars 2 an open world.
The similarities are exactly why I enjoyed GW2... Are you talking about the hearts or the events? The Achievements? The main difference is that the world the player experiences is more "coherent" in GW2 because of the Elder Dragon threat and their involvement in it (ie their hero's journey).
Also, what are "quests" to you?
There's so freeform stuff you can do in the game. Most of the Hearts you can complete without ever really caring about them. It's just a nice little exp bonus. Events? People can just not do them. Go to a different area (as in, hold W for 10 seconds, or use a waypoint?).
I didn't even get that far because I was inundated to my armpits with QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE QUEST IS AVAILABLE with literally any action I took. It was nauseating and quickly drove me mad.
What makes me wonder to this day is if I had a different client from everyone else, because quite literally noone I ever talk to about this seems to be able to relate (case in point).
>Also, what are "quests" to you?
The kind you would find in RO, Runescape, Skyrim, and so on. Scripted things to do, but not particularly conspicuous and in the way if I'm not interested in pursuing them.
Those tend to have linear progression most of the time, and I think you maybe mistook the instance's progression objectives as quests. Once you get out of that, it's an open world and you can do what you want, though.
I think it's worth giving it another try, it's a great game.
Would you mind sharing what you're into these days?
(RIP English Priconne, Crunchyroll is bad civilization.)
I don't have the kind of time or energy to devote to grinding anymore like I used to in RO and the like, but I'm always a sucker for good writing which FGO and Priconne give me in spades.
And before anyone mentions it: Yeah yeah, they're gacha games. Gambling. I don't care. Japanese gachas are generally good, and I'm getting my money's worth when I whale. :V
I've yet to find a game that got me anywhere near the same sense of freedom and sense of being part of the world instead of one of a bunch of people going through the predetermined Disney ride.
The original planetside had a similar feeling with a more shooter lens on it where you were always part of a changing world.
Even for combat where two ASCII characters are fighting they have actual physiology in play calculating hit locations and the effects of different weapons on different parts of the body and even internal organs.
All for a line of text in a combat log most people won't read.
That felt great, compared to say, Mass Effect which did tend to suffer from a mismatch between the prompt and what would actually happen - it's a credit to CDPR that I never felt betrayed by a dialogue choice (except one, at the ending).
The many gameplay and plot concessions made towards run-and-gun action and power fantasy cause 2077 to stray far from the “you’re not special” theme of “proper” cyberpunk stories, in general. Especially with the defeat of a certain character at the hands of V.
the article is a chatgpt summary of Paweł Sasko's cd projekt red lead quest designer's presentation on lead quest design. "lessons learned" are in the form of "we did a thing, and by virtue of doing the thing the way we did it, we have an experience doing this thing our way." there's not a single element of self-reflection. it says quest director, but Pavel wasn't one until, the actual Cyberpunk 2077 quest director, Mateusz Tomaszkiewicz, quit in 2021, a year after the game was released.
In my experience these days talks like that are heavily filtered by the PR (or some informal equivalent of), and having sat through my fare share of them they seem to make up the dull corporate background noise of GDC and co. Pavel is a cool dude though, he was responsible for the Red Barron in Witcher 3 that people keep bringing up in the comments.
I think real cyberpunk 2077 design retrospective would've been interesting to read. If somebody knows an in-depth one I'd appreciate a link. The game is very very uneven. There's a first rate B-grade Hollywood blockbuster hiding there, staring Keanu Reeves, Goro's subplot, etc. which suffers from very basic design issues ("show don't tell" "show don't tell" "jeez that tell is the opposite of the show" "show.. oh fuck it"). Tell us how to awkwardly wrap up your story lines under crunch, Pavel.
It's reminiscent of mobile game designers from the 2010's, and how they were making "engaging" games. Lots of presentations about making engaging experiences that immerse players into the lore of the game world. Actually, just mediocre manipulation tactics pushing people into skinner boxes.
It's all bullshit, and indie game devs would do well to stay naive and simply try to make fun games.
If anything, a much better example of this stuff is in Disco Elysium.
This is a summary of a presentation by CD Projekt employee talking about the two games he's worked on, so naturally it's focused on those two games.
My criticism is that this presentation by CD Projekt is not helpful but harmful to indie developers. It's clear in the presentation that their mindset is similar to the mobile game era of manipulation and control of the player. Ostensibly in this case to "make them want to continue".
Engagement is skinner box jargon used by companies like Zynga and has nothing to do with making a good game.
Because the presentation promotes this mindset and because it's about two games that mostly were made possible by golden age game design, and not their own innovations, I don't believe they have anything meaningful to contribute on this topic.
The quest design in Witcher 3 and Cyberpunk is neither innovative, nor very fun. It may be effective in the manipulative sense, but that doesn't contribute to the artistry of making games fun.
It's good to see game "designers" from the big studios really are to blame here. While I've long since grown out of my teenage elitist disgust concerning "top 20" music the truth is games continue to a good place where "popular" usually defaults to "bad."
There is a spectrum between slot machine (try until you get a lucky roll) and chess (pure strategy) for what losing means.
The idea of fun is just dopamine manipulation: Creating a state of wanting and then playing with a person's ability to get there.
Here is a classic of game design: https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_type...
Some people enjoy the chat room. Some people enjoy the feeling of dominance. Some people enjoy uncovering the story. Some people enjoy checking every box or getting the best gear.
The fact that you don't find exploration fun doesn't mean other people can't find exploration style play fun.
The problem of modern gaming is much less about the strategy vs slot machine continuum, but about the motivation of game companies to monetize micro transactions or reduce production costs (namely by minimizing novelty or quality). Games are less of an artistic endeavor and more of a money endeavor.
Are games born out of an idea to make a game and ultimately make money to support the life style of game creation or are games born first out of an idea to make money and the desire to promote fun secondary? Are games art or are they cigarettes?
What you feel in modern game is the corrosive and corrupting force of "next quarters profits" culture. What you feel is games being built for shareholders first and gamers second.
"Just dopamine manipulation" and "glorified slot machine" are overly deconstructive and cynical beliefs, to the point where I doubt having this mindset could ever lead to creating a good game like Diablo 2. You could deconstruct all of human behaviour to dopamine spikes, but that kind of thinking usually leads to a race to the bottom; like what you're not necessarily defending but excusing.
Most of the games we love were at the very least heavily influenced by game design developed by naive artists and programmers who wanted to "make something cool".
Doom is the perfect example, in terms of both game design and tech. id Software wanted to blow everyone out of the water with that game, and so they focused on making it as fun and impressive as possible. There was no mentality of skinner boxes there, just inspired ambition and love of play.
Yes, almost all games are made to make money. That doesn't preclude artistic ambition, and good games are primarily about making something fun.
I unashamedly play all games at the lowest difficulty setting and will look at guides online if I get stuck for more than 60 seconds on a puzzle.
I'm there to experience the story, not hone my skills at dodging bullets or doing 720 noscope headshots or getting microsecond jump timings correct.
Some people enjoy those things, I don't.