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Demi Williams
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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
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.
<p>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.</p><p>Speaking at GDC 2023 panel "What Cyberpunk 2077 Taught Us About Non-Linear Level Design" (via <a href="
Speaking at GDC 2023 panel "What Cyberpunk 2077 Taught Us About Non-Linear Level Design" (via
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), 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.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.
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<p>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.</p><p>Speaking at GDC 2023 panel "What Cyberpunk 2077 Taught Us About Non-Linear Level Design" (via <a href="
You must be registered for see links
">IGN</a>), 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.</p><p>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.</p><a href="
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