'We're running at a f**king wall, and we're gonna crash'—CD Projekt's lead quest designer on big budget RPGs

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'We're running at a f**king wall, and we're gonna crash'—CD Projekt's lead quest designer on big budget RPGs
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Why are huge cinematic RPGs dying off? (Here's a hint: 💵💵💵)

."Everyone actually, after reading this article, said: we mostly agree, actually, with the thesis. At least when it comes to triple-A, we are just running at a fucking wall, I think, and we're gonna crash on that wall really soon."

"Then you look at Cyberpunk. No cuts, no black screens, you're 'in' V all the time. Staging is in-person. It got so incredibly more expensive to generate branches. Adding branches to Witcher 3 was so easy in comparison to Cyberpunk. This article really sparked that discussion." "We would drag a stage into a level and that essentially had lights and cameras and a set of animations and stuff. That became a tool that we could use to put a symbol to a conversation. We would call those 'bronze' conversations, but a 'gold' conversation would be, we'd put someon it. You get someone to do slow zooms, rotates, and Dutch angles and everything.

Beltran predicted that procedural narrative tools will help"crack the code" of pricey triple-A game development by making it easier to tell larger-scale stories, though they won't be a cure-all.

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