Cyberpunk 2077is one of the most hotly anticipated games of 2020, and for good reason. Not only is it the next project from the award-winning team behindThe Witchertrilogy, but delays to CD Projekt Red’s Triple-A title have only served the title, not hampered it.

What is clear already is thatCyberpunk 2077is an incredibly ambitious project, with the developer claiming that it will mark a leap forward in video game immersion. However, the game will need to take one big lesson away fromThe Witcher 3if it is to match or surmount its achievements.

cyberpunk 2077 attack

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Cyberpunk’s Ambitions

Last year, CD Projekt Red stated thatCyberpunk 2077’s level of immersionwould be “better, bigger, [and] more revolutionary” thanThe Witcher 3. The developer’s co-founder Marcin Iwinski drew comparison between the growth betweenThe Witcher 1, a far more traditional RPG, and the easier learning curve and greater immersion ofThe Witcher 3.

Iwinski pointed to the developer’s acclimatization to American gaming culture as one catalyst for the change, stating that “in the U.S., which we had to learn the hard way, it’s ‘If it’s like that, then I’m not playing it; see you, thanks.'” To drive home the ambition ofCyberpunk 2077, the studio has also claimed that it wanted to make sureevery quest inCyberpunkfeels like a full story, stating that no side missions should feel like “filler” and that “every quest feels like a complete story in and of itself.”

the witcher 3

While these are exciting glimpsesbehind the scenes ofTheWitcher’sdeveloper,The Witcher 3was not a great and immersive RPG experience simply because the game was more mechanically simple and because the side quests felt like stories in and of themselves.

Why The Witcher Works

The side quests inThe Witcher 3don’t always feel like complete stories in and of themselves. Indeed, some missions are so peripheral to anything resembling a full plot that thequests are missed by mostWitcher 3players. The immersion factor doesn’t come from the quests always having their own completely fleshed out stories to tell, but rather the fact that they don’t take away from the player’s immersion in the main story.

That might seem obvious, but there are plenty of RPGs where completing the side missions and exploring the world feels inappropriate in the context of the broader narrative. BothThe Witcher 3andFallout 4have plots driven by extreme urgency – in both cases the protagonist’s child (in Geralt’s case adopted) is missing and needs to be found.

cyberpunk night city horizon screenshot

Even the mostfun side quests inFallout 4, like the Silver Shroud quest-line, stick out as bizarrely inappropriate diversions for the main character to go on, even if they are complete stories in and of themselves. It is the very fact that some of these stories feel completely self-contained that makes them feel immersion breaking to many players.

If the player’s Sole Survivor finds themself at the end of the aforementionedSilver Shroud missionstrying to rescue Kent, the ghoul who put them up to it, from vicious gangsters, the elephant in the room is how on earth a parent with a missing child could find themself going down such a deep and tangential rabbit hole when the life of their only child is on the line elsewhere.

InThe Witcher 3, even completing every side quest in sight feels utterly immersive. The RPG gameplay behavior which the game encourages is ingeniously aligned with Geralt as a character, with his constant travelling and taking contracts being the only way he is able to survive, and so the only way to continue and fund his quest to saveCiri. This alignment of character and gameplay outside of dialog is one of the reasons Geralt remains one of the most immersive video game protagonists of all time.

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Cyberpunk’s Future

Cyberpunk 2077will need to ensure that its side missions don’t feel like complete stories at the expense of immersion by confusing the priorities of V, the player character. Tocompare V to Geralt, players will need their out-of-game motivation to complete side quests to align with the in-game motivation of their character. Only then will the side quests feel like a part of one overarching story about the character, not a series of independent and self-contained, but complete, stories which could be played in any order.

CD Projekt Redhas stated that it doesn’t want side missions to feel like “something to do while waiting for the next quest, or to get more money to buy the next thing.”The Witcher 3, however, demonstrates that connecting narrative motivation to in-game needs like currency is a great way to increase immersion.

In an ideal world where CD Projekt Red achieves its goal of bringing RPGs into the next generation with its upcoming game, side quests would be indistinguishable from the main story regardless of theCyberpunk lifepaththe player chooses in-game, and would not be “side” quests at all, but rather aspects of the entire story which can be skipped or completed to varying effects on the world.

One issue that may arise is that, unlike Geralt, it is not certain that V will have a clear single character motivation. With CD Projekt Red emphasizingcharacter customization inCyberpunk, it remains to be seen what overarching motive all of these side quests could be tied into, without which it will certainly not achieve its goal of making the game more immersive thanThe Witcher.

Nonetheless the world ofCyberpunk 2077will need to be one that motivates the side quests with a sense of equal urgency toCyberpunk’s main story, as in Geralt’s case where, narratively, even optional quests are part of his survival and Witcher work on his journey to save Ciri. The completeness of the side quests themselves is not the issue – what remains to be seen is how CD Projekt Red integrates player’s in-character reasons for completing the game’s side quests into a single consistent narrative.

Cyberpunk 2077is set to release November 19th, for PC, PS4, and Xbox One, with a PS5, Stadia, and Xbox Series X version planned for the future.

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