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  • 5:00.

  • A DEMO OF "PSYCHONAUTS 2" TO

  • WRAP UP THE DAY.

  • BEFORE THAT, WE'VE GOT LOTS OF

  • GREAT PANELS.

  • YOU KNOW, COLISEUM IS ALL ABOUT

  • BRINGING GAME CREATORS CLOSER TO

  • YOU GUYS.

  • THE FANS.

  • TALKING ABOUT THEIR GAMES.

  • WHAT THEY'RE DOING.

  • WE ARE GOING TO KICK OFF THIS

  • MORNING WITH A COMPANY THAT HAS

  • A LOT OF BUZZ HERE.

  • [LAUGHS]

  • YOU GUYS ARE INTO CYBERPUNK?

  • THAT IS PART OF WHAT

  • CD PROJEKT RED DOES.

  • AND IT IS MY HONOR TO WELCOME

  • THE CEO OF CD PROJEKT RED,

  • MARCIN IWINSKI.

  • NICE TO SEE YOU, MAN.

  • HOW IS EVERYTHING?

  • I'M JEALOUS WITH THIS JACKET.

  • >> WE HAVE A PUNK SYMBOL IN THE

  • LOGO.

  • >> EXACTLY.

  • FIRST OF ALL, CONGRATULATIONS.

  • LAST YEAR, YOU GUYS HAVE THE BIG

  • E3.

  • YEAH.

  • IT'S INCREDIBLE.

  • I THINK WE HAVE TO START WITH

  • WHAT IS THE BIGGEST BUZZ OF E3,

  • WHICH IS KEANU REEVES IN

  • CYBERPUNK.

  • I PUT UP POLL UP ON MY TWITTER,

  • AND THE THING WITH THAT IS YOU

  • KNOW, IT WAS AMAZING TO HAVE HIM

  • ON STAGE AND HAVE HIM IN THE

  • GAME, BUT I THINK ONE THING THAT

  • WE ARE TALKING ABOUT, WE HAVE TO

  • REALIZE THAT IT'S NOT JUST A

  • CAMEO, RIGHT?

  • HE'S A BIG PART OF THE GAME?

  • >> HE ENTERS THE STAGE, PEOPLE

  • STARTED CHEERING.

  • WE WANTED HIM TO HAVE A VERY

  • MEANINGFUL CHARACTER.

  • FOR US, IF YOU LOOK AT ALL OF

  • THE ACTORS, IT IS KEANU REEVES.

  • SO WE HAD A LOT OF BACK AND

  • FORTH.

  • AND WE DECIDED TO APPROACH HIM.

  • IT WAS ABOUT A YEAR AGO.

  • SO THE MEETING WAS ARRANGED.

  • I THINK IT'S REALLY WORTH TO

  • MENTION THAT MAYBE IT'S A CAMEO,

  • MAYBE IT'S SHORT, NO IT'S ONE OF

  • THE MAIN CHARACTERS WITH A LOT

  • OF SPOKEN TEXT.

  • HE DID SOMEWHERE AROUND 15 DAYS

  • OF VOICE RECORDING AND THE

  • STUDIO.

  • SO YOU SEE A LOT OF KEANU.

  • >> THAT'S A LOT.

  • THANK YOU.

  • THANK YOU.

  • >> THERE SO MUCH TO TALK ABOUT

  • WITH CD PROJEKT RED.

  • THAT IS A BUZZ WHERE THE MOMENT

  • THAT HE IS IN THE GAME.

  • WE ARE ALL HERE BECAUSE WE LOVE

  • YOUR GAMES.

  • WE LOVE "CYBERPUNK."

  • WHAT THAT IS, OF COURSE.

  • YOU KNOW, I WANT TO TURN BACK

  • THE CLOCK A LITTLE BIT SO THAT

  • PEOPLE UNDERSTAND A LITTLE BIT

  • MORE ABOUT YOU AND THE STUDIO.

  • KIND OF THE HISTORY.

  • BUILDING THE COMPANY INTO WHAT

  • IT IS TODAY.

  • WHEN YOU GUYS WERE FIRST

  • STARTING OUT, I'M IN WHAT WAS

  • THE VISION COMPANY YOU WANTED TO

  • BUILD, AND HOW MUCH DIFFERENT IS

  • IT NOW?

  • >> GOING BACK IN TIME.

  • I STARTED A LONG TIME AGO.

  • I STARTED RIGHT OUT OF

  • HIGH SCHOOL.

  • THE POINT OF THE COMPANY WAS TO

  • BE IN THE GAMES.

  • THAT IS FINE TOO.

  • THAT IS OUR VISION OF THE

  • COMPANY PRETTY MUCH.

  • SO I STARTED WITH MY HIGH SCHOOL

  • FRIEND.

  • WE WERE PLAYING GAMES.

  • SKIPPING CLASSES, WHATEVER.

  • WE WERE LOOKING AT OUR ABSENCES.

  • WE WERE BOTH MISSING AT THE SAME

  • TIME.

  • GOING SOMEWHERE TOGETHER TO PLAY

  • GAMES.

  • RIGHT AFTER HIGH SCHOOL, THERE

  • WAS THE WHOLE CD-ROM REVOLUTION,

  • HENCE THE NAME CD PROJEKT.

  • IT IS KIND OF SIMPLE.

  • AND SO WE HAD GAMES ON

  • CD-ROMs.

  • IT WAS A HUGE REVOLUTION FOR ALL

  • LOT OF YOUTH.

  • IT WILL MAYBE NOT MEAN A LOT.

  • A FLOPPY DISK.

  • YOU CAN SEE THEM ONLINE OR IN A

  • MUSEUM.

  • IT WAS 400 TIMES MORE DATA.

  • SUDDENLY, YOU HAVE THE OPTION TO

  • HAVE MUSIC AND THEN AMAZING 3D

  • GRAPHICS.

  • HUGE, HUGE REVOLUTION.

  • WE STARTED AS A DISTRIBUTION

  • COMPANY IN POLAND.

  • THEN SELLING IT OVER THE WEEKEND

  • AT A LOCAL GAME STORE.

  • THEN WE STARTED GROWING.

  • WE STARTED LOCALIZING.

  • IT IS WORTH MENTIONING THAT IT

  • WAS NEVER A BUSINESS.

  • IT WAS KIND OF A LIFESTYLE.

  • SO WE WERE ACTUALLY PRETTY BAD

  • WITH COUNTING MONEY.

  • ACCOUNTING.

  • OUR COUSIN TOLD US WHAT KIND OF

  • ERRORS WE HAD.

  • TWO WEEKS OR MORE.

  • WE STARTED WITH GAMES.

  • THEN WE WERE ADDING ALL OF THE

  • ELEMENTS.

  • INITIALLY, THE MOTIVATION WAS TO

  • GET THE GAMES FOR US.

  • WE HAD A PRETTY GOOD PULSE OF

  • THE MARKET.

  • WE WERE CHECKING IN OURSELVES.

  • >> Geoff: DOING IT IN POLAND,

  • IN WARSAW, THAT IS FASCINATING.

  • THERE IS A PRETTY COOL COMMUNITY

  • OF DEVELOPERS THERE NOW.

  • WHEN YOU ARE STARTING OUT, THIS

  • WAS --

  • >> Marcin: YES.

  • RIGHT NOW, THERE IS A LOT OF

  • GREAT GAMING COMPANIES IN

  • POLAND.

  • IT'S AN AMAZING ENVIRONMENT.

  • WE HAD A ROLE IN PIONEERING ALL

  • THAT.

  • I STILL REMEMBER BACK IN THE

  • DAY, FIVE YEARS, RUNNING THE

  • COMPANY, WE WENT TO THE BANK.

  • WE WANTED TO GET CREDIT.

  • WE HAD ALL THE PAPERS, I WAS

  • DOING THAT.

  • IT WAS A NIGHTMARE FOR A FEW

  • WEEKS.

  • TALKING TO THESE LADIES.

  • THEY SAID YEAH, GOOD REVENUES,

  • SOLID PROFITS.

  • ALL IS WELL.

  • THERE IS HOWEVER, ONE PROBLEM,

  • BOYS.

  • SOME COLLATERAL.

  • HOW ABOUT YOUR PARENTS HOUSES

  • AND CARS?

  • WE WERE LIKE HOLY MOLY.

  • SO WE DIDN'T GET THE CREDIT.

  • >> Geoff: MOM AND DAD --

  • >> Marcin: A FEW YEARS LATER.

  • BACK THEN, GAMING WAS LIKE --

  • WHAT'S THAT?

  • I TOTALLY DON'T GET IT.

  • IT WAS SOME KIND OF FUNNY, SILLY

  • THING FOR KIDS.

  • SO IT HAS TOTALLY CHANGED.

  • IT IS AN IMPORTANT PART OF

  • THINGS NOW.

  • I THINK THE DEFINING MOMENTS WAS

  • WHEN THE PRESIDENT OBAMA CAME TO

  • POLAND FOR THE FIRST TIME.

  • YEAH.

  • IT MIGHT NOT BE A BIG THING, BUT

  • IT'S THE THING I'M CONSTANTLY

  • REPEATING.

  • WHAT IS POLAND FAMOUS FOR?

  • THE THINGS COMING TO MY MIND

  • WORKS SAUSAGE AND VODKA.

  • AND I'VE BEEN REPEATING IT ON

  • AND ON, BUT THAT WAS REALLY IN

  • MY HEAD.

  • WELL, WHAT IS THE POLISH ECO

  • ECONOMY?

  • TWO THINGS.

  • MAYBE I AM NOT VERY VOCAL ABOUT

  • IT.

  • I THINK I CAN HONESTLY SAY NO

  • COMPUTER GAMES.

  • >> Geoff: NO, I WOULD AGREE.

  • THAT IS A CREDIT TO YOU AND THE

  • COMPANY THAT YOU BUILD.

  • DO YOU SEE THE COMPANY AS ALWAYS

  • EXISTING ONLY IN POLAND?

  • I KNOW YOU HAVE A SMALL OFFICE

  • HERE IN L.A.

  • IN THE FUTURE, DO YOU SEE A

  • STUDIO IN THE STATES OR OTHER

  • PARTS OF EUROPE?

  • >> Marcin: NEVER SAY NEVER.

  • WE MAKE GAMES.

  • THE MAIN HEADQUARTERS IS IN THE

  • CAPITAL.

  • PRETTY BIG STUDIO IN SOUTHWEST

  • POLAND.

  • SO I THINK FOR US, MAYBE IT WILL

  • CHANGE, BUT AS OF NOW AND IN THE

  • FORESEEABLE FUTURE, WE REALLY

  • WANT NOT TO WASTE TIME ON

  • COMMUNICATION BETWEEN THEM.

  • EVEN LIKE WE ARE TALKING BACK IN

  • THE DAY.

  • IT JUST MAKES THINGS SLOWER.

  • FROM THE PERSPECTIVE OF

  • MARKETING AND P.R., I THINK WE

  • CAN HANDLE THAT.

  • MAKING CERTAIN DEVELOPMENT

  • DECISIONS ARE CREATIVE DECI

  • DECISIONS, WE HAVE TO WAIT THIS

  • LONG IN THE PRODUCTION PROCESS,

  • IT JUST MAKES IT SLOWER, AND I

  • WOULDN'T WANT THAT.

  • I WAS ASKING HOW OTHER PEOPLE DO

  • THAT.

  • >> Geoff: I THINK THERE IS

  • SOMETHING UNIQUE ABOUT YOU BEING

  • IN POLAND.

  • I WAS WONDERING, DO YOU HAVE ANY

  • SENSE OF -- DO YOU KNOW, BEING

  • IN POLAND, HOW DO YOU THINK THAT

  • CHANGES LIKE KINDS OF GAMES YOU

  • MAKE?

  • DOES THAT INFLUENCE YOU?

  • >> Marcin: YEAH, FOR SURE.

  • ASKING AROUND MANY TIMES.

  • HIS CREATIONS, A LOT OF SLAVIC

  • MYTHOLOGY.

  • FOR WHICH WE ARE USING THE

  • BLUEPRINTS OF THE CASTLES.

  • IT IS VERY AUTHENTIC.

  • I THINK IT ALSO HAS QUITE A LOT

  • OF SENSIBILITY.

  • WE MOVED IT TO 2077.

  • IT IS DIFFERENT.

  • IT IS CALIFORNIA.

  • YOU FEEL A LITTLE BIT OF THAT.

  • >> Geoff: TALKING ABOUT SORT

  • OF THE EVOLUTION OF THE COMPANY,

  • THE "CYBERPUNK" PROJECTS, FOR

  • MANY, MANY YEARS INSIDE OF TH

  • THERE.

  • COULD WE MAYBE TALK A BIT ABOUT

  • YOUR PHILOSOPHY AND HOW YOU

  • DECIDE WHICH GAMES YOU MAKE AND

  • HOW YOU MAKE THEM?

  • YOU OBVIOUSLY HAVE A UNIQUE

  • CADENCE AS TO HOW YOU BUILT THE

  • COMPANY.

  • A VERY LARGE, PUBLIC COMPANY

  • THAT IS DEFINED BY A COUPLE OF

  • GAMES.

  • CONVENTIONAL WISDOM ESPECIALLY

  • IN THE WEST IS YOU CAN'T REALLY

  • WORK THAT WAY.

  • YOU HAVE TO HAVE ALL OF THESE

  • THINGS.

  • QUICKLY TURN OUT SEQUELS AND

  • WHATNOT.

  • YOU ARE COMING TO SWITCH, WHICH

  • IS COOL.

  • YOU ARE CERTAINLY DOING THINGS.

  • TELL ME A BET ABOUT THE SORT OF

  • PHILOSOPHY OF HOW THE COMPANY

  • HAS EVOLVED.

  • >> Marcin: WHEN YOU SAY BIG

  • AND PUBLIC, IT SOUNDS SCARY.

  • >> Geoff: BUT, TO YOUR CREDIT,

  • WHAT IS THE MARKET CAPITAL?

  • >> Marcin: OH, I DON'T

  • REMEMBER.

  • >> Geoff: BILLIONS OF DOLLARS?

  • THAT'S OKAY.

  • >> Marcin: IT'S NOT MY FAULT.

  • >> Geoff: BUT IT'S SO

  • IMPRESSIVE.

  • YOU HAVE BEEN ABLE TO BUILD A

  • COMPANY WITH THAT KIND OF

  • CAPITALIZATION.

  • IT STILL HAS CREATIVITY AT THE

  • HEART OF IT.

  • YOU CAN TAKE THE TIME TO BUILD

  • THESE THINGS.

  • >> Marcin: YES, LET'S START

  • FROM THE END.

  • OUR PHILOSOPHY, FIRST OF ALL, IT

  • IS PERSONAL.

  • STILL ONE OF THE KEY

  • SHAREHOLDERS.

  • WE ARE IN TOUCH.

  • IN TERMS OF THE BOARD, WE ARE A

  • GROUP OF FRIENDS WORKING

  • TOGETHER FOR 15-20 YEARS.

  • ALSO, WE CONTROL A SPECIFIC PART

  • OF THE COMPANY.

  • THIS IS FUNDAMENTAL TO WHAT WE

  • ARE DOING.

  • THERE IS NOBODY TELLING US WHAT

  • TO DO.

  • THESE ARE OUR CHOICES.

  • I THINK THAT IS WHY WE CAN TAKE

  • THESE DECISIONS CREATIVELY.

  • IT IS NOT THAT I AM SO SMART

  • RIGHT NOW.

  • THAT'S HOW I AM.

  • OBVIOUSLY, WE HAVE BUILT THE

  • COMPANY.

  • WE NEEDED FINANCING FOR THE

  • PROJECT.

  • WE KEPT ALL THE INTELLECTUAL

  • PROPERTY RIGHTS.

  • THE CONTROL.

  • LOOKING AT ATARI.

  • THE THINGS THAT WE ARE

  • STRUGGLING WITH, LIKE THE

  • INITIAL LAUNCH INTO THE U.S.

  • JUST A DVD BOX.

  • THE EASTERN EUROPEAN ONE.

  • A SOUNDTRACK WITH HUGE GAME

  • CONVENIENCE.

  • WE ARE LEARNING SORT OF

  • INCREMENTALLY.

  • IF WE WANT TO REALLY DELIVER

  • WHAT WE WANT TO DELIVER, WE HAVE

  • FULL FREEDOM.

  • DECIDING WHETHER WE WANT TO DO

  • IT AT THE MOMENT, THAT THE GAMER

  • HOLDS IT, ON THE HARD DRIVE, SO

  • I THINK THIS IS FUNDAMENTAL.

  • IF IT IS STUCK SOMEWHERE, IT'S

  • ON US.

  • IF IT SUCCESS, IT IS SUCCESS OF

  • THE PEOPLE.

  • I THINK THE WHOLE TEAM.

  • THEY ARE TELLING US WHAT TO DO.

  • WE SEE IF THERE IS A LOT OF

  • PASSION AROUND IT, THEN THAT WAS

  • EXACTLY "CYBERPUNK."

  • WE BROUGHT IN SOME DIFFERENT

  • THINGS.

  • THE AMOUNT OF EXCITEMENT WAS

  • INCREDIBLE.

  • WE SAID THAT'S THE WAY TO GO.

  • WITH "CYBERPUNK" BEING MORE HOT.

  • IT WAS TOTALLY NOT OBVIOUS.

  • ALREADY SEVEN YEARS AGO.

  • THE FIRST ONE.

  • SORT OF A VISION OF THE WORLD.

  • OUR INTERNAL GOALS IN TERMS OF

  • NUMBERS OF REVIEWS, IF WE GET TO

  • 1 MILLION, IT WILL BE REALLY

  • AMAZING.

  • AND WE GOT 10 MILLION VIEWS.

  • IT WAS LIKE OUR THINKING VERSUS

  • THE REALITY, ONE IS GREAT.

  • AND IT WAS TEN.

  • WE REALLY TOUCHED BY A HIDDEN

  • GEM, SO TO SPEAK.

  • >> Geoff: SO "CYBERPUNK," SO

  • TO SPEAK, YOU HAD THAT VISION

  • PIECE, AND THERE WAS A LONG WAY

  • TO FIND OUT ABOUT IT.

  • HOW IS THE COMPANY-LIKE

  • STRUCTURE TODAY?

  • THE MAJORITY OF THE COMPANY, ARE

  • THEY ON "CYBERPUNK" RIGHT NOW?

  • >> Geoff: YES, JUST

  • STRUCTURALLY MAYBE.

  • JUST TO PUT IT INTO WORDS.

  • WE ARE GETTING CLOSE TO 1,000

  • TALENTED INDIVIDUALS.

  • WE HAVE SMALLER MARKETING AND

  • P.R.

  • SO AROUND 700 IS THE DEVEL

  • DEVELOPMENT.

  • SO THE VAST MAJORITY OF OUR

  • TEAMS ARE WORKING ON IT.

  • OUR DIGITAL DISTRIBUTION

  • PLATFORM.

  • WHATEVER YOU SEE OUT THERE IN

  • THE ARTS, THE COLLECTORS EDI

  • EDITION.

  • IT IS ALL IN TERMS OF OUR

  • PRODUCTION.

  • WE ORGANIZE OUR PRODUCTION.

  • >> Geoff: BUT THEY ARE SORT OF

  • LIKE -- IS IT FAIR TO SAY THAT

  • "THE WITCHER" TEAM MOVED ON?

  • >> Marcin: YES.

  • AND OUR DREAM FOR THE FUTURE IS

  • TO HAVE TWO TEAMS.

  • TWO GAMES AT A TIME.

  • IT'S A DREAM BECAUSE IT IS WAY

  • EASIER.

  • THERE IS "CYBERPUNK."

  • WE SET UP THE TEAM FOR

  • "CYBERPUNK."

  • NO BIG DEAL.

  • IT WENT SMOOTHLY.

  • THEN WHEN YOU EMBARK ON THE

  • VENTURE OF ACTUALLY FINISHING

  • THE GAME, YOU REALIZE THAT YOU

  • NEED ALL THE RESOURCES.

  • SMALL SORT OF PREPRODUCTION TEAM

  • ON "CYBERPUNK."

  • EVERYBODY ELSE MOVED ON TO THE

  • WHICH ARE THREE.

  • >> Geoff: I WANTED TO ASK YOU

  • KIND OF MORE OF A VISION

  • QUESTION OF WHERE YOU SEE GAMES

  • GOING.

  • EPIC, OPEN WORLD.

  • INCREDIBLY RICH, STORY

  • EXPERIENCES.

  • YOU KNOW, AND A WORLD WHERE

  • THERE IS OBVIOUSLY A LOT

  • HAPPENING.

  • COMING INTO THE PICTURE.

  • DO YOU THINK THE STYLE OF GAMES

  • THAT YOU MAKE WILL CHANGE OR

  • EVOLVE IN MULTIPLAYER DIRECTION

  • OR CLOUD DIRECTION?

  • OBVIOUSLY, "CYBERPUNK" IS WHAT

  • IT IS.

  • IT DO YOU THINK IT WILL START TO

  • SHIFT?

  • >> Marcin: I THINK -- ACTU

  • ACTUALLY, WHEN KEANU IS ON

  • STAGE, IT IS A FASCINATING ST

  • STORY.

  • THAT IS THE BEAUTY OF THE GAMES

  • WE ARE DOING.

  • PEOPLE ALWAYS LOVE GREAT

  • STORIES.

  • WE ARE GREAT STORYTELLERS.

  • I DON'T THINK THIS IS GOING TO

  • CHANGE ANYTIME SOON.

  • WITH THE DEVELOPMENT OF

  • TECHNOLOGY, IT WILL JUST ALLOW

  • US TO DELIVER TWO MORE GAMERS

  • ALL AROUND.

  • MAYBE WE WILL BE ABLE TO STREAM

  • THE GAME SOMEHOW.

  • I THINK THIS IS SUPER EXCITING.

  • IN TERMS OF THE ONLINE

  • EXPERIENCE, WE DEFINITELY WOULD

  • LIKE TO LEARN.

  • IT'S A HUGE LEARNING LESSON FOR

  • US IN TERMS OF HOW TO

  • INCORPORATE THE LIVE GAME.

  • HAVING SAID THAT, I THINK WE ARE

  • FULLY FOCUSING ON THE STORY.

  • THE EPIC EXPERIENCES.

  • HERE AND NOW, IT'S A BIG STORY

  • OF GAMES.

  • [APPLAUSE]

  • >> Geoff: NOTHING WRONG WITH

  • THAT.

  • BUT PEOPLE, I THINK, WANT MORE

  • STORY.

  • WHEN YOU THINK OF "CYBERPUNK,"

  • HOW THE GAME OF AWLS, IT'S GOING

  • TO BE GREAT.

  • BUT DO YOU THINK THE EXPANSIONS

  • AND ALL THAT CONTENT, DO YOU

  • HAVE A PLAN TO HOW YOU ADD MORE

  • STORY?

  • >> Marcin: OF COURSE.

  • WE ARE ALL WELL ORGANIZED

  • COMPANY.

  • IT'S ALWAYS THIS LIKE HEY, WHAT

  • IS GOING TO BE IN THE FIFTH ONE?

  • LET ME TELL YOU.

  • [LAUGHS]

  • >> Geoff: I AM CURIOUS ABOUT

  • THE CADENCE.

  • >> Marcin: WE HAVE A SOLID

  • PLAN, BUT AS I MENTIONED WITH

  • "THE WITCHER 3", IT IS ALL WE

  • HAVE.

  • GETTING IN FRONT OF YOU GUYS.

  • WE WOULD LIKE TO HAVE MORE.

  • IT IS INTERESTING, FROM SORT OF

  • A MARKETING P.R. STANDPOINT, WE

  • DO NOT WANT GAMERS TO LOSE

  • FOCUS.

  • LET'S TALK ABOUT THE GREAT

  • THINGS THAT ARE COMING.

  • I THINK THERE WILL BE SO MANY

  • THINGS TO DO IN SO MANY

  • DIFFERENT WAYS TO EXPLORE.

  • BECAUSE ON TOP OF THE OPEN

  • WORLD, THE CHARACTER

  • CUSTOMIZATIONS.

  • YOU WANT TO BE IN THE GAME.

  • THEN YOU HAVE THE FREEDOM OF

  • GAMEPLAY.

  • THOUGH WAY TO THERE WILL BE A

  • LOT OF -- WE LIKE TO TELL THE

  • STORY AND "CYBERPUNK."

  • >> Geoff: ONE OF THE BIG

  • REVEALS IS THE RELEASE DATE.

  • I THINK EVERYONE IS EXCITED TO

  • HAVE A TARGET DATE THERE.

  • YOU HAVE ON PUBLICLY -- A COUPLE

  • OF WEEKS AGO, YOU TALKED ABOUT

  • THE IDEA OF DEVELOPMENT AND THE

  • CHALLENGES OF BIG TEAMS BUILDING

  • THESE GAMES THIS IS A LONG

  • PROJECT FOR YOU GUYS.

  • IT FEELS LIKE YOU'RE FINALLY

  • GETTING TOWARDS THE END.

  • CAN YOU TALK ABOUT YOUR

  • PHILOSOPHY AND DEVELOPMENT?

  • CAN YOU TALK ABOUT WHAT IT IS TO

  • GET A GAME READY FOR NEXT APRIL?

  • >> Marcin: THE MORE GAMES

  • RELEASED, I THINK THE BETTER WE

  • ARE.

  • THE BEAUTY AND THE TOUGH PART OF

  • GAMES DEVELOPMENT, THEY ARE

  • CONSTANTLY MOVING.

  • YOU HAVE THE TECHNOLOGY.

  • YOU MAYBE HAVE A NEW VERSION

  • EVERY ONCE IN A WHILE, BUT

  • THAT'S THE THING.

  • WE HAVE ALL OF THESE

  • TECHNOLOGIES.

  • ESPECIALLY IN TERMS OF THE FINAL

  • STAGES.

  • WE CAN PLAN THAT WE WILL HAVE

  • WAY MORE THAN WE PLANNED.

  • BUT THAT'S AS FAR AS WE CAN GO.

  • WE ARE MANAGING QUITE WELL.

  • WE CAN START TO LOAD BETTER AS

  • WELL.

  • >> Geoff: SO YOU THINK YOU

  • KNOW ABOUT THOSE FIVE YEARS FROM

  • NOW, I THINK OBVIOUSLY FANS WANT

  • MORE.

  • DO YOU THINK IT'S MORE LIKE YOU

  • ARE GOING TO ALTERNATE

  • FRANCHISES?

  • DO YOU HAVE A SENSE OF HOW THAT

  • IS GOING TO EVOLVE?

  • >> Marcin: WE HAVE A PLAN.

  • >> Geoff: ARE YOU GOING TO

  • SHARE IT?

  • >> Marcin: YEAH.

  • [LAUGHTER]

  • >> Marcin: OKAY.

  • WE CAN GO HOME.

  • >> Geoff: I THINK WHAT IS

  • INTERESTING, IS THE FANS --

  • >> Marcin: I WANT TO TELL YOU

  • HOW WE APPROACH IT.

  • THEN WE LOOK AT THINGS.

  • WE ARE REALLY LOOKING AT HOW

  • GAMERS RELEASE -- HOW THEY LIKE

  • IT.

  • THEN WE ACTUALLY TWEET THE

  • PLANS.

  • SO WE WILL LAUGH AT CERTAIN

  • POINTS, LAUGH AT CERTAIN THINGS

  • ABOUT THE FUTURE.

  • ONCE WE FINISH THE GAME,

  • HOPEFULLY YOU GUYS LIKE IT.

  • OKAY, SO THAT'S WHERE WE ARE.

  • THAT'S WHAT WE'VE LEARNED.

  • ONE THING WHICH I HOPE IS

  • VISIBLE, WE ARE NOT A GAMES

  • FACTORY.

  • WE TREAT GAMES AS AN ART.

  • WE WANT TO PUSH IT HIGHER EVERY

  • SINGLE GAME.

  • IT IS NOT ABOUT GETTING

  • "THE WITCHER 3" OUT THERE, WHICH

  • WOULD BE FAIRLY EASY FOR US.

  • IT IS STILL VERY DIFFICULT.

  • THE SAME STORIES, THE

  • TECHNOLOGIES AND STUFF.

  • THAT'S WHY WE ARE WORKING ON CP

  • RIGHT NOW.

  • WE WILL LEARN ABOUT IT IN DUE

  • COURSE.

  • AND HOPEFULLY WORK ON MORE GREAT

  • STUFF.

  • IT IS AN AMAZING GAMING

  • EXPERIENCE.

  • PUSHING THAT GAMING AND I

  • GAMEPLAY FURTHER.

  • THIS IS REALLY OUR PHILOSOPHY.

  • I'M KEEPING FROM LAUGHING.

  • IF WE WERE FILMING OUR BOARD

  • MEETINGS, IT WOULD BE A

  • FREAK SHOW.

  • BECAUSE PEOPLE EXPECT IT TO BE

  • LIKE SAYING THESE GUYS SITTINGS,

  • MAKING PLANS, CALCULATIONS.

  • MASTER PLAN.

  • SOMETIMES WE TURN THINGS UPSIDE

  • DOWN, THROW THINGS AWAY.

  • WE REALLY PLAY WITH IT.

  • FOR US, AT FIRST IT'S FUN.

  • WE REALLY WANT TO KICK IT DOWN.

  • AT A CERTAIN MOMENT, IT BECOMES

  • REALLY BORING.

  • SO EXPECT THE UNEXPECTED.

  • [CHEERS AND APPLAUSE]

  • >> Geoff: ALTHOUGH WE CAN

  • EXPECT "CYBERPUNK" APRIL OF NEXT

  • YEAR, RIGHT?

  • TELL US A BIT ABOUT -- TO WRAP

  • UP, THAT'S A VERY PUBLIC

  • STATEMENT.

  • SO WHAT IS THE KIND OF STATE OF

  • DEVELOPMENT ON IT?

  • HAVE YOU PLAYED THROUGH IT?

  • >> Marcin: YES.

  • WE FEEL VERY GOOD ABOUT IT.

  • THIS IS ALWAYS THE MOST

  • CHALLENGING PART.

  • IT IS BASED ON THE NEW RED

  • ENGINE.

  • OUR OWN PROPRIETARY TECHNOLOGY.

  • WE WILL SEE.

  • GRAPHICALLY, THAT IS ALSO

  • IMPORTANT, BUT WE ALWAYS TREATED

  • AS A PART OF THE STORY.

  • WE ARE QUITE CONFIDENT RIGHT N

  • NOW.

  • WE ARE WORKING HARD TO DELIVER

  • IT ON TIME.

  • >> Geoff: IN TERMS OF THE

  • SCALE OF THAT, IS THERE ANY

  • SENSE OF LIGHT COMPARED TO

  • "THE WITCHER," THE SCALE AND

  • EXPERIENCE, HOW MUCH THERE IS?

  • >> Marcin: AS THE GAME IS

  • NOT --

  • >> Geoff: FINISHED?

  • >> Marcin: IT'S NOT FINISHED.

  • IT IS VERY HARD TO GIVE YOU A

  • NUMBER.

  • THE SHORTCUTS HERE, FOR SURE.

  • SO ACTUALLY, WE WILL HAVE TO

  • HAVE THINGS REALLY CLOSE TO BE

  • ABLE TO MAKE ANY CALCULATIONS.

  • IT WILL BE PROBABLY DIFFERENT,

  • GOING THROUGH THE DRUM SOLO,

  • SHOOTING YOU RIGHT THROUGH THE

  • GAME.

  • VERY DIFFERENT EXPERIENCE.

  • >> Geoff: THE DIALOGUE IT, DO

  • YOU HAVE A SENSE OF HOW MUCH

  • STORY?

  • >> Marcin: THE NUMBERS, THE

  • NUMBERS.

  • >> Geoff: NO, NO NUMBERS.

  • I'VE GOT TO SAY, THIS GAME IS

  • CLEARLY ONE OF THE MOST

  • ANTICIPATED UP THERE.

  • IT CAPTURES THE IMAGINATION WHEN

  • IT COMES TO THE STUDIO.

  • THE GAME OF THE YEAR.

  • FOR YOU GUYS TO FOLLOW IT UP

  • WITH THIS, IT MAKES ME EXCITED

  • FOR WHERE YOUR GAMES ARE GOING.

  • THANKS TO YOU AND EVERY ONE

  • PUSHING INNOVATION FORWARD

  • CONTINUALLY.

  • WE LOOK FORWARD TO PLAYING IT

  • NEXT APRIL.

  • GUYS, GI

5:00.

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A2 初級 美國腔

CD PROJEKT RED。過去、現在和未來|E3競技場2019小組討論 (CD PROJEKT RED: The Past, Present and Future | E3 Coliseum 2019 Panel)

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    Triss Breenda 發佈於 2021 年 01 月 14 日
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