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  • There was some degree of runaway expectations.

  • I think there was also some degree

  • that they weren't extremely forthcoming

  • with the state of the game.

  • The Cyberpunk 2077 story is very much kind

  • of a story of everything they can

  • and will go wrong in game development.

  • What is this bug?

  • Jack, his AI flipped out.

  • It wasn't there before.

  • Where's my gun?

  • I can't shoot.

  • The release of Cyberpunk 2077 in December

  • of 2020 will go down as one of the most

  • disastrous game launches in history,

  • and it instantly rewrote the narrative

  • of it's celebrated developer, CD Projekt Red.

  • Larger studios with bigger budgets weren't able

  • to create the same quality of open world game.

  • The inside story of the making

  • of Cyberpunk depicts a process marred

  • by unchecked ambition, unrealistic timelines,

  • and a focus on marketing at the expense of development.

  • When CD Projekt stock was at its high

  • it was the largest stock in the Polish stock market.

  • Cyberpunk was supposed to be the biggest game of 2020.

  • This was a game that was starring Keanu Reeves.

  • This is a game that was

  • from the makers of The Witcher Three.

  • This was supposed to be the big temple release of last year,

  • and for it to become such a disaster for so many people,

  • I think will have pretty far reaching consequences.

  • CD Projekt's origins are somewhat unique

  • in the games industry.

  • In the West and Japan, the late eighties and nineties

  • were dominated by games for the home console market,

  • and characters like Mario and Sonic the Hedgehog

  • were becoming household names.

  • The same was not true in a post Soviet

  • and economically depressed Poland.

  • Most gaming was done on PC's and most games were copied

  • and sold in small markets around the country.

  • You could go to the market down the street

  • and buy and sell CD's,

  • and these two guys of and Marcin Iwiński

  • and Michal Kiciński decided they were going

  • to start selling CD's and they wound up striking a deal

  • with the people who made a game called Baldur's Gate,

  • which was kind of like the Seminole role-playing game

  • in the late nineties.

  • It was never a business.

  • It was kind of lifestyle.

  • So we're actually pretty bad with counting money.

  • So you can kind of think of it almost like Nike,

  • you know, where Phil Knight was selling shoes

  • out of the trunk of his car, you know.

  • You can kind of think about it the same way.

  • It was, you know, just selling physical goods

  • and then evolving that into a much broader enterprise.

  • CD Projekt, named for selling CD's, would move

  • on from just reselling games to localizing Western

  • and Japanese made games into the Polish language,

  • but it wasn't until 2002 that the company would make

  • its own game, The Witcher.

  • The Witcher is a huge, huge series,

  • huge fantasy series in Poland,

  • and so it was a pretty big deal that these guys

  • got the raise to make the video games.

  • The Witcher book series as a source of national pride

  • in Poland and as CD Projekt released The Witcher Two,

  • the video game series would become an important

  • economic symbol for Poland, as well.

  • CD Projekt Red had become this behemoth

  • of an institution in Poland and they were really big

  • in the Polish technology scene because

  • they were getting more worldwide attention

  • than most Polish companies do, and making a lot of money,

  • and in 2011, when Barack Obama came

  • to visit Poland, the prime minister actually gave

  • him a copy of The Witcher Two.

  • I confess I'm not very good at video games,

  • but I've been told that it is a great example

  • of Poland's place in the new global economy.

  • But it would be the launch of The Witcher Three in 2015

  • that would elevate CD Projekt Red from representing the best

  • of Poland to representing the best of the games industry.

  • I mean really, the thing people look

  • for first and foremost, I think, is

  • that the game is just good, and Witcher Three

  • was just a phenomenal game.

  • There's a level of just storytelling, an emphasis

  • on making every side quest count, on top of the atmosphere,

  • the dialogue, the character interactions,

  • the different ways stories can end.

  • They nail that.

  • Other open-world games felt empty and forced,

  • and the developers of them gave excuses

  • as to why there couldn't be more rich story or interactions.

  • And The Witcher Three blew them out of the water.

  • CD Projekt Red was beloved.

  • They were seen as a studio that was willing

  • to make what the player wanted and to truly put in the love

  • and effort required to make a high quality game

  • that really connects with the people playing with it.

  • And the winner for Game of the Year 2015

  • is The Witcher Three.

  • The Witcher Three would go on to win

  • over 250 Game of the Year awards,

  • but along with being a critical success

  • for CD Projekt, it was also a financial success.

  • Estimates put the sales of Witcher Three

  • at around 28,000,000 copies in 2019,

  • a huge step-up considering by 2014

  • The Witcher and The Witcher Two had only combined

  • to sell 8,000,000 copies.

  • And with two large expansions for The Witcher Three,

  • CD Projekt also helps separate themselves

  • from other AAA publishers at the time.

  • And the Game Award goes to, oh man,

  • I have to pay a microtransaction to unlock?

  • That's so stupid that this has to,

  • hold on, I got this guys, here we go.

  • Other games, and the most notorious, you know, one

  • to do this was EA's Star Wars Battlefront Two.

  • They got really aggressive on microtransactions

  • in a game that already costs at least $60.

  • You could have paid more

  • if you bought the premium editions,

  • but not only was it that they were being very aggressive

  • and trying to get you to spend money,

  • but you could actually get items that helped you win.

  • Well, gamers kind of draw the line

  • in the sand there and they don't like that.

  • CD Projekt had done this phenomenal job

  • of marketing themselves as a gamer friendly company.

  • We've said this a million times and I'll say it again.

  • We're gamers, first of all,

  • and we all like to be treated fairly,

  • so it only makes sense that as developers

  • we apply the same principle to everything

  • we do here at CD Projekt Red, so giving everyone a bunch

  • of free DLC was an absolutely no brainer.

  • They said, "We're not gonna sell you DLC,

  • that's like horse armor packs than other nonsense.

  • We're gonna just give you free stuff

  • and then we're gonna sell big expansions

  • as part of The Witcher Three."

  • And not only were they really good,

  • they were offered at a fair price.

  • And this is a company that was seen as just

  • like a company that really cared about quality

  • and cared about its customers, and would not do anything

  • to kind of screw fans over the way

  • that fans see that EA and Activision

  • and all the other big publishers do.

  • With a critically and financially successful game,

  • as well as the Goodwill from the gaming audience,

  • all the focus would shift

  • to CD Projekt's next release, Cyberpunk 2077.

  • It's actually funny.

  • They first announced it through like a press release,

  • and then they showed off a trailer at the beginning

  • of 2013 that was like the CGI trailer of like a woman

  • and it was all sorts of cool cyberpunk stuff,

  • flying cars lots of stuff, but it wasn't really

  • until after The Witcher Three that Cyberpunk began really

  • like building up this feverish level of hype.

  • CD Projekt Red, though, wouldn't put

  • out another trailer for Cyberpunk

  • until 2018 at the E3 Trade Show.

  • And they showed off a, it was

  • like a two minute trailer of Cyberpunk, looked pretty rad.

  • And then they showed behind the scenes

  • for E3 attendees, for press, and anyone else

  • who could score an appointment in there.

  • They showed this forty-five minute demo

  • and it blew people away.

  • Welcome to the gameplay demo walkthrough

  • of CD Projekt Red's upcoming title, Cyberpunk 2077.

  • The gameplay you're about to see is

  • from a work in progress version of the game.

  • Everything you see is potentially subject to change.

  • Holy .

  • This, if they can live up to what

  • they showed me, it's game over.

  • It all looked incredibly impressive.

  • They had enough action, enough narrative beats

  • with just the right amount of tension.

  • They touted how each of these NPC's,

  • there are thousands of them, each one

  • with their own daily routines and everything.

  • We've greatly enhanced our crowd and community system

  • to create the most believable city

  • in any open world game to date.

  • So, yeah, so people were certainly blown away

  • by this demo.

  • It won E3 Awards and just people left

  • the theater just in awe.

  • What they didn't know, of course, is

  • that the demo was completely fake.

  • Fake demos are common at E3.

  • Studios put together builds of games

  • that show off what they intend the game

  • to be like, rather than the actual state of the game.

  • What was unique about this demo was

  • that it was impressively long.

  • It kind of plays into this idea that CD Projekt

  • is very much a marketing driven company,

  • and so demos were really, really important to them.

  • So it was really important that they make this demo

  • blow people away, which it did,

  • but that might've come at the cost of like some time

  • they could have been spending on the game.

  • A year later at E3 2019,

  • fans would get another big surprise.

  • Whoa, no way!

  • Oh, what!

  • Please welcome Keanu Reeves.

  • Of being there, of walking the streets

  • of the future is really going to be breathtaking.

  • You're breathtaking!

  • You're breathtaking.

  • The Cyberpunk trailers showed gorgeous cities,

  • beautiful lighting, really cutting edge technology

  • when it comes to the rendering of the game itself.

  • People were very excited to be immersed

  • in this gorgeous cyberpunk world.

  • They saw over 8,000,000 pre-orders, which is a ridiculously

  • large amount for any title to sell, let alone pre-sell.

  • And you saw the stock price start

  • to go up and up and up and the right,

  • you know, pretty much in a straight line.

  • If you just look at like the Polish stock market,

  • like the WIG Index, when CD Projekt stock was at its high,

  • it was the largest stock in the index.

  • And that was around the time that they announced

  • that the game would be coming in April of 2020.

  • Behind the scenes people were pretty shocked

  • that they were saying April.

  • I don't think a single a person who worked

  • on that game actually thought they had a chance

  • of coming out in April of 2020.

  • So in April of 2019, I published an article for Kotaku

  • about the making of a game called Anthem, which is a game

  • from BioWare that was disastrous in many ways

  • and the article kind of ran through why that was.

  • And then afterwards, I started hearing

  • from other developers who had stories to share

  • that they said sounded a whole lot like Anthem's,

  • "The deadline is unrealistic, the direction keeps changing,

  • things are floundering, we're going through

  • a lot of problems, this sounds exactly

  • like what you wrote about Anthem."

  • Around that same time, perhaps coincidentally,

  • I heard from the CEO of CD Projekt Red who wanted

  • to reach out to me specifically to talk about Crunch.

  • CD Projekt Red had a reputation for Crunch,

  • especially during the development of The Witcher Three.

  • Their management wanted them to have a reputation

  • for treating workers well and not forcing them

  • to go through Crunch, so Marcin Iwiński,

  • who's the co-founder and co CEO of CD Projekt Red,

  • came to me and said, "Hey, I want to make a vow right now

  • that we're not gonna force anybody

  • to Crunch, that people will not have

  • to work mandatory overtime on this project."

  • Over the course of reporting

  • Bloomberg has conducted interviews with more

  • than twenty current and former CD Projekt staff,

  • most of whom requested anonymity,

  • so as not to risk their careers.

  • CD Projekt declined to comment on the process

  • or provide interviews for this story.

  • The company would end up delaying

  • the game three different times, first pushing

  • from an April 2020 release to September,

  • then November, and once again, to December 2020.

  • In order to meet the deadline, the studio would scale

  • down the size of Cyberpunk's main city,

  • as well as canceling some features.

  • And while those measures helped, developers still

  • said they were under significant crunch, including one

  • former audio programmer who claimed to work up

  • to thirteen hours a day, five days a week, and stating he

  • had seen friends with lost their families over this.

  • This was not a big secret in the office that the game

  • was not going to be ready, but a similar sort

  • of thing happened with The Witcher Three and a similar sort

  • of thing happens with a lot of games, where they don't

  • seem ready until suddenly everything just clicks.

  • Some of the best games ever made,

  • like were created through this process.

  • I don't know that it's the most efficient

  • or the wisest way to make video games,

  • but it's what a lot of people do.

  • I think that management there has genuinely tried to

  • change it, or at least said they wanted to change it,

  • but it has proven very difficult to change that

  • when you make games in this one specific way.

  • Game studios, some of them see Crunch

  • as part of their core culture.

  • That all of their games that they've made

  • under Crunch have been successful,

  • so it must be a core element to the magic recipe

  • for creating good games, and that's really not the case.

  • We've run studies and seen that

  • at eight weeks of working sixty hours plus,

  • the output of a professional is the same

  • as if they were working forty hours a week,

  • so chronic overwork degrades how effective someone is

  • to the point where then it becomes negative,

  • and overworking them is just getting

  • you less and less productivity.

  • And so these guys, the people at CD Projekt, having

  • made The Witcher Three, were kind of riding on that high.

  • You could call it arrogance or confidence or whatever

  • you want to call it, of having made The Witcher Three,

  • and I think that like having a certain level

  • of confidence can certainly be a good thing, but

  • in this case it could also be dangerous because it kind

  • of blinded them to the reality, which was

  • that this game wasn't going to coalesce.

  • Cyberpunk was an ambitious project

  • by any standard, but for CD Projekt Red,

  • it was also a very large departure from The Witcher.

  • Cyberpunk was a sci-fi world, rather

  • than a medieval fantasy.

  • Instead of a third person game that revolved

  • around combat with swords and shields,

  • Cyberpunk was a first person shooter.

  • Making Cyberpunk would require CD Projekt to invest

  • in new technology, including its game engine.

  • Games have to have a lot of logic behind them.

  • When someone talks about developing a game,

  • particularly in their own engine, they're not just talking

  • about creating art assets and setting

  • up quests, they're talking about building

  • the rendering systems, figuring out the shaders

  • and graphic systems and physics systems.

  • It's a lot of low level work,

  • and a lot of that low level work prevents some testing

  • and progressing of the game forward.

  • Which is sort of like if you were driving a train

  • while someone else was in front of you

  • like laying down tracks, as you went.

  • You're like trying to make a movie while someone else

  • is building the camera at the same time.

  • It's very, very difficult and makes things go super slowly

  • and makes things go very inefficiently

  • and just hampers everything.

  • And that's actually why game development studios

  • prefer open offices.

  • It's so that the team can see what everyone else is working

  • on and have a passive sense of the state

  • of the game and how it's going.

  • But in the final months of development,

  • developers in Cyberpunk were mostly doing

  • this development from their homes.

  • Across Poland, all malls, restaurants, clubs

  • and bars, closing down with a ban

  • on gatherings of more than fifty people.

  • I think because of COVID, there was a lot of issues,

  • not just in terms of development and the timing,

  • but also the communication side of it.

  • And Quality Assurance is a huge part of game development

  • that a lot of people don't talk about.

  • QA testers help run the game through its paces

  • to figure out any issues it may have.

  • Then they write report tickets

  • and send it back to developers to fix.

  • It's easy to underestimate the amount

  • of time it'll take to fix a few bugs that you find.

  • There's a little song that I appreciate.

  • There's ninety-nine little bugs on the wall,

  • ninety-nine little bugs, take one down,

  • patch it around, 117 bugs in the code.

  • Making that even more difficult was just how

  • many different platforms the game was coming out for.

  • Due to the delays the game was simultaneously coming out

  • for PCs and Google's new streaming service, Stadia,

  • as well as the console systems that would now include

  • the next generation PS5 and Xbox X,

  • as well as the previous generation

  • of consoles, the PS4 and Xbox One.

  • And while the hardware and the systems were in some cases

  • seven years old, they represented a large market

  • of console gamers, particularly in the West.

  • That is really, really complicated, and porting

  • and dealing with like optimization

  • across the platforms can be really, really challenging.

  • And when you are a company as CD Projekt Red is,

  • that primarily develops on PCs and is used

  • to making games for PC's, sometimes not everybody

  • in the studio will be like even bothering playing

  • the console versions, as is what happened here.

  • And what we saw with Cyberpunk was a case where

  • the console versions, the console versions,

  • were just a complete mess, and when management announced

  • in October that the game had gone gold,

  • meaning it was ready to be pressed into discs,

  • there were still major bugs being discovered.

  • Exhausted programmers would scramble to fix as many

  • of these problems as they could via a day one patch,

  • and CD Projekt did their best to control which versions

  • of the game would be seen before the release date.

  • So with the video game review process,

  • you are sent, first, some guidelines.

  • Here's what to reveal and what not

  • to reveal when the game launches,

  • what spoilers are important and what aren't,

  • and they give you these guidelines

  • alongside an NDA or some kind of embargo.

  • When I read through the embargo and the restrictions

  • I realized just how restrictive it was.

  • So reviews came out a few days

  • before the game came out and they seemed pretty good,

  • but reviewers all caution that they said,

  • "Hey CD Projekt only let us have the PC version.

  • They didn't let us have access

  • to the PS4 and Xbox One versions of the game."

  • The thinking at CD Projekt was maybe,

  • "Okay, we have a patch plan that maybe reviewers

  • didn't have access to, like a day one patch,

  • so we don't want them to show footage

  • of the game before it's ready to go."

  • And maybe they thought, "Hey, the console versions,

  • they're gonna get a patch like the day before it comes out,

  • so we don't want to talk about that.

  • We don't want to show those versions just yet."

  • But no matter what the rationale was

  • behind CD Projekt doing this, ultimately

  • it turned into the true scope

  • of the games problems being hidden.

  • On December 10th of 2020 the game was released,

  • and it didn't take long for the problems become public.

  • Oh, now it works.

  • He T posed.

  • Stop, T...

  • Yeah, I mean obviously the T posing stuff can be kind

  • of funny, but when it keeps happening

  • it really starts to break your immersion.

  • My car would spawn where another car was already at,

  • and so they would like collide

  • and then both cars would explode or something.

  • There are a lot of like people's quests

  • ending unexpectedly, or like AI's appearing.

  • One common one was that someone who was supposed

  • to be just like with you on one mission, like a buddy

  • with you on one mission would just follow you

  • for the entire game and just inexplicably,

  • they would just be around with you.

  • One hilarious bug that I discovered when

  • I first loaded up the game on launch day was there

  • were tiny trees covering every single thing in the game.

  • I was playing through the prologue

  • and there were just little trees everywhere.

  • I did try Cyberpunk 2077 on PlayStation Four,

  • and for me it's as good as unplayable

  • with that level of performance.

  • There are segments where it runs at like twenty-five

  • to thirty frames, but then there are segments

  • where it's clear the frame rates are at like,

  • your fifteens and twenties, and aiming

  • with an analog stake while frame rates are rising

  • and dipping, it's simply impossible.

  • The experience in those last gen consoles will be so bad

  • that Sony would take the unprecedented action

  • of removing the game from its digital stores.

  • I mean, the stock started selling off little by little

  • and then a lot by a lot, you know, it kind of cascaded

  • to a point, and then once we saw Sony turn

  • off the ability to buy the game and offer refunds,

  • that was kind of the drop that the bottom fell out.

  • Yeah, so about a few weeks after the game came out

  • the CD Projekt's Co-founder and Co-CEO Marcin Iwiński came

  • on a video and he spoke for about five minutes

  • and tried to address point by point, like some

  • of the things that people have been talking about.

  • Please don't fault any of our teams for what happened.

  • They all are incredibly talented and hardworking.

  • Myself and the board are the final decision makers

  • and it was our call to release the game.

  • It was just kind of justifying their actions

  • and apologizing, and vowing

  • that they would fix this game, and they wanted

  • to regain people's trust, et cetera, et cetera.

  • CD Projekt Red would release three hot fixes

  • in December and two more patches in the coming months.

  • In their apology video CD Projekt Red would also release

  • a roadmap for their future plans,

  • for both their DLC content and future patches,

  • although exactly when these things

  • would come was a little vague.

  • It's to be seen what they do.

  • I mean, I think to save face, they have to do what

  • they can to fix Cyberpunk, but how much resources they

  • dedicate to premium DLC expansions to the online mode

  • is still kind of up in the air.

  • We have to see what they say about that.

  • Or do you kind of just do what you can, stop the bleeding

  • and just move on what you're for?

  • You know, at what point do you have to just say,

  • "We're gonna nip this in the bud and move on?"

  • It's gonna be a lot of focus for a lot

  • of investors in the next few months.

  • There's a lot of precedent in the video game industry

  • for redemption stories, for video games coming out

  • in a pretty bad shape and then getting fixed,

  • patched, updated, added to over time.

  • We've seen it with No Man's Sky,

  • we've seen it with Destiny, we've seen it

  • with Final Fantasy 14, a lot of these online games.

  • One thing that they could do is, say,

  • anyone who bought the game will get

  • like the DLC for free as an apology from us.

  • There are a lot of things they could do,

  • I think, to win back the fans.

  • I think it's apparent looking at the release

  • of Cyberpunk 2077 and the reception

  • of it that gamers overall are much more tolerant

  • about pushed back release deadlines,

  • and understand that a game that is rushed or built

  • under Crunch is less likely to come

  • out in the state that they would like it to.

  • I make videos about these companies

  • and it's not because I want them to fail.

  • It's because I want them to get better.

  • I hope CD Projekt looks at everything that's happening

  • and just actually makes some changes.

  • I'm going to quote Shigeru Miyamoto from Nintendo.

  • He's like the father of Super Mario,

  • "A delayed game is eventually good.

  • A rushed game is never good."

  • And this is a company that was not lacking for money.

  • They had plenty of cash, and so the decision

  • to not do so will go down in history as a very poor one.

There was some degree of runaway expectations.

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《赛博朋克2077》内部灾难性部署(Inside Cyberpunk 2077's Disastrous Rollout)

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    joey joey 發佈於 2021 年 05 月 27 日
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