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Pawel Sasko itted That CD Projekt Red May Never Regain Trust of Fans Disappointed With Cyberpunk 2077

Pawel Sasko has commented on the lost trust of gamers in the studio after the release of Cyberpunk 2077. However, one of CD Projekt RED's CEOs assures that they have learned their lesson.

Martin Bukowski

Pawel Sasko itted That CD Projekt Red May Never Regain Trust of Fans Disappointed With Cyberpunk 2077, image source: CD Projekt RED.
Pawel Sasko itted That CD Projekt Red May Never Regain Trust of Fans Disappointed With Cyberpunk 2077 Source: CD Projekt RED.

The premiere of revealed the reason for such a large number of bugs in the title, and the lead quest designer, Pawel Sasko, itted that this situation may have made some people turn away from CD Projekt RED forever.

Lost player trust

One of the company's presidents, Michal Nowakowski, Phantom Liberty expansion. The studio has learned from its mistakes, but as Sasko its, some people may never trust it.

Unfortunately, this is the price we have to pay for what happened. But I hope that through our work, through the things that we're showing, we can win some of those people back - and when they hear someone talking about the amazing experiences they can have in, say, Phantom Liberty, or the next Witcher, or Cyberpunk, or Hadar, the moment they see that the game has incredible value, they'll go grab it, play it and enjoy it.

In this situation, a lot will depend on the release of the studio's next game, The Wild Hunt, then the fans should look at CD Projekt RED more favorably. However, it cannot be denied that a certain bad aftertaste from Cyberpunk will remain in the mouths for a long time.

Devs draw conclusions

Nowakowski also itted that working on Cyberpunk turned out to be very exhausting for many employees. After the game's release, some people showed no engagement because they were simply burned out. Some of them decided to leave the studio, but contrary to what it may seem, the actual turnover was not that high. Thanks to this situation, CD Projekt RED understood its mistakes.

We have to face this and draw conclusions. If we hadn't done this, I don't think we would have our place as a company in the future.

Certainly, one of such conclusions is the limitation of crunch in the company. Nowakowski mentioned that while creating Phantom Liberty it was only "a bit of overtime", but its scale was negligible compared to what happened with the base game or The Witcher 3. It is worth recalling that in April Sasko also spoke about methods of avoiding crunch.

Cyberpunk 2077

December 10, 2020

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Martin Bukowski

Author: Martin Bukowski

Graduate of Electronics and Telecommunications at the Gdańsk University of Technology, who decided to dedicate his life to video games. In his childhood, he would get lost in the Gothic's Valley of Mines and "grind for gold" in League of Legends. Twenty years later, games still entertain him just as much. Today, he considers the Persona series and soulslike titles from From Software as his favorite games. He avoids consoles, and a special place in his heart is reserved for PC. In his spare time, he works as a translator, is creating his first game, or spends time watching movies and series (mainly animated ones).

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