CD Projekt Crimson has a status for making particular video games. The Witcher 3, now celebrating its tenth anniversary, remains to be continuously cited as certainly one of, if not the perfect, RPG ever made. In the meantime, Cyberpunk 2077 has (due to some substantial upgrades) blossomed into one of many deepest, most sturdy examples of open-world roleplaying. These two video games alone have made the studio one of the vital well-known and revered on this planet, to not point out its different, equally fascinating releases. However what’s it that CD Projekt Crimson does that makes its video games stand aside from their friends?
Whereas there are a lot of parts that come collectively to make sure a CDPR recreation’s high quality, it’s how the smaller items hook up with create a coherent and convincing complete that actually makes these RPGs sing. The authenticity of that complete is achieved by means of the story, world, and characters shifting and altering based mostly in your selections. It’s a template that many RPG builders use, however few have succeeded of their ambitions in fairly the identical approach as CDPR has.
“After I play different triple-A RPGs or RPG adjoining video games, I fairly often can really feel the constraints of their instruments,” says Patrick Mills, CD Projekt Crimson’s franchise content material technique lead. “You possibly can see the ambition of the designer and also you see that the ambition isn’t fairly delivered upon. And I believe lots of people who do not know the way video games are made take a look at that and so they simply say, ‘lazy devs,’ or ‘they’re unhealthy designers.’ And that is not what it’s. I believe, loads of instances, it is that your instruments simply aren’t able to delivering the factor that you just need to do.”
CD Projekt Crimson has spent practically as many hours making instruments because it has making video games. Virtually all of its RPGs have been constructed utilizing the corporate’s REDengine, a bespoke toolkit that has been designed, augmented, and iterated upon throughout 4 totally different variations to permit the design group to realize its very particular ambitions. These instruments have allowed all of the items of every recreation to attach, enabling a coherent expertise during which gamers’ actions really feel impactful and accounted for.
Newer variations of the REDengine have additionally allowed the studio to get actually wild with a few of its quest designs. In The Witcher, as an example, there’s broadly three sorts of targets: exploration and investigation, dialogue-driven drama, and cutthroat fight encounters. By Cyberpunk 2077, the studio had pushed deep into the trivia of character creation, which opened up the necessity for a recreation that supported an excellent wider vary of playstyles, together with stealth and hacking – each of which require bespoke methods. Cyberpunk’s Phantom Liberty enlargement doubled down on this, leading to quests that referenced very totally different genres, corresponding to its well-known survival horror-inspired elective finale. Selection, then, has been key to CD Projekt Crimson’s journey.
“I believe particularly with the RPGs that we’re making, which are typically comparatively sizable, it is virtually like a necessity, proper?” says Miles Tost, degree design lead at CD Projekt Crimson. “It’s good to discover the variability within the gameplay and methods to bend the methods in a approach that you just create some new and contemporary experiences, as a result of in any other case gamers will simply burn out on it.”
“With the scale of those video games, even [with] the perfect story, individuals will slowly taper out if the gameplay does not preserve them engaged and refreshed,” he provides.
That’s to not say that tales aren’t an vital a part of CD Projekt Crimson’s video games. Removed from it. In truth the studio has a tried, examined, and confirmed method to the way it tells a story in each single certainly one of its quests. All of them want a twist. A wrinkle. As Mills explains, killing the bandits who stole from a village is “boring” and “not an attention-grabbing story.” However efficiently telling the story of a bandit assault isn’t nearly turning an unpredictable nook – it additionally must take note of the strategy during which gamers discover that story. To anticipate that, CDPR places each quest by means of “destruction testing”, during which playtesters try to navigate the mission in each conceivable approach. With the info from that testing, quest designers are then capable of re-tool missions to account for sudden participant behaviour, guaranteeing they assist as many options as doable. The result’s a extra natural-feeling storyline that authentically responds to your selections.
Selections in video video games are difficult. Cyberpunk’s open-ended nature signifies that each single physique modification bought, weapon looted, and talent level invested can change the way in which a participant interacts with the world, and so an enormous quantity of prospects have to be accounted for – every part from stealth to brutality to diplomacy to the inevitable player-divised ways that take builders without warning months after launch.
However such selections aren’t the alternatives that CD Projekt Crimson is legendary for. Quite, the studio is thought for its huge story-branching selections. For years such selections had been usually thought-about “BioWare-style”, so synonymous was the design with video games corresponding to Mass Impact and the unique Baldur’s Gates. However CDPR’s tackle them has arguably grow to be the go-to within the public consciousness. That’s largely due to their problem; there’s no clear line between good and evil in both Cyberpunk or The Witcher, and so each alternative appears like untying a thousand knots to work out the most suitable choice. However there are different components: CDPR tends to delay the implications of your actions, that means you may’t instantly reload a poor alternative and take a look at once more, which grants every resolution a way of inescapable authenticity. And when the implications do strike, they really feel impactful and far-reaching; selections usually end in main character deaths, political upheaval, or roll the cube on romantic encounters.
The success of those selections is rooted in cautious preparation. “All the edges are offered to you beforehand,” says Paweł Sasko, affiliate recreation director. “You had a possibility to truly assimilate all the knowledge. You understood it nicely, you get the characters, you recognize what they’re about. So in the intervening time when you find yourself confronted with a alternative, you perceive the context and also you perceive the implications of what you are doing.”

This thorough method signifies that gamers can have a nuanced relationship with the results of their actions. As quest designer Paweł Gąska explains, “We wish the participant to see that even a sensible choice can have unhealthy penalties, and {that a} unhealthy alternative can nonetheless be justified due to one thing else you targeted on.”
An incredible instance of this may be present in Cyberpunk 2077’s Phantom Liberty enlargement, which sees FIA agent Songbird provide to assist treatment your terminal situation, offered you assist her escape the clutches of her tyrannic employer. Concurrently her former associate, Reed, asks that you just assist him convey Songbird into FIA custody, as he hopes that his (admittedly questionable) bosses will do proper by her. By presenting each character paths as viable, nuanced choices quite than a alternative between good and evil, CDPR helps gamers construct genuine relationships and ultimately make selections that replicate their very own emotions and values.
“Regardless of the alternative is and regardless of the consequence is, we would like gamers to really feel rewarded, even when the emotion in the long run is unhappiness,” explains Sebastian Kalemba, recreation director on The Witcher 4. “If that is coherent with the emotional journey we’re delivering, [it will allow] the participant to really feel [that they are] okay with this consequence.”
A number of of CDPR’s selections have gone down in online game legend. Whereas the branching pathways by means of The Witcher 3’s Bloody Baron quest and the selection between serving to Songbird or Reed on the finish of Phantom Liberty are among the many firm’s greatest and most well-known, my private favorite could be present in The Witcher 2. On the finish of chapter one you need to ally with both Vernon Roche, commander of the Temerian particular forces, or Iorweth, the elven chief of the Scoia’tael freedom fighters. Your alternative right here utterly adjustments the quests, characters, and site of the sport’s middle-act. It was a daring, formidable swing for the studio’s second-ever recreation, and one it has not tried since.
“The problem with that isn’t a lot about being daring, it’s principally concerning the assets you make investments,” says Tost. “We’ve not gotten extra afraid through the years of individuals lacking our content material. We’re very a lot positive with that occuring. But it surely’s additionally the quantity of assets you decide to mainly making two totally different tales, which is sort of like two totally different video games.”
The corporate’s resolution to maneuver away from level-based areas to an open world design made creating branching pathways as important as that in The Witcher 2 “tougher to do.” However the concept wasn’t deserted. The ultimate act of The Witcher 3’s Blood and Wine enlargement is notably malleable. Equally, the selection between Songbrid and Reed in direction of the top of Phantom Liberty leads to two radically totally different pathways. “Phantom Liberty basically was kind of a response to some criticism that we obtained for the bottom recreation, which was that we misplaced loads of non-linearity,” Tost explains.
In accordance with Mills, CDPR labored on Cyberpunk 2077 “pondering that we understood alternative and consequence,” however found upon completion of the bottom recreation that such selections weren’t touchdown appropriately. “We constructed alternative and consequence into most of our quests,” Mills insists. “We constructed it into the construction of the sport, however it simply did not really feel satisfying.”
Following a interval of cautious evaluation, the Cyberpunk growth group got here to the conclusion that its method to alternative and consequence had been too delicate. Components that telegraphed upcoming selections had been usually missed by gamers who merely couldn’t spot such small particulars within the dense ocean of near-photo life like element that’s Evening Metropolis. After which, following their selections, gamers weren’t being proven the implications of their actions in a transparent method.
“The Witcher 3 had a construction the place you had been making your selections, you had been visiting Skellige and [Velen] if you made these selections, after which later in following acts, you had been really visiting these locations once more,” remembers Sasko. “And we might, in a extremely easy approach, present you, ‘Hey, listed below are your penalties, since you are visiting the identical locations once more.’ It is so easy to do it. In Cyberpunk, the construction is a lot extra complicated. You hardly ever come again to the locations that you’ve got seen.”

Sasko discusses his work on The Pickup, a Cyberpunk 2077 quest during which you need to purchase a prototype fight robotic from a gang holed up in a meat manufacturing unit. There are a selection of how this quest could be tackled, and the aftermath displays your method. “While you come again to the meat manufacturing unit, there are penalties of your selections,” Sasko says. “However you must actually be there, come and search for it, and most gamers do not. That is the truth. So the training [is that] the construction of the sport must assist [revealing the consequences].”
It was this studying that led to a “extra heavy handed” method for Phantom Liberty and its branching remaining questline. However the alternative and ensuing department is simply value a lot in and of itself. As a result of irrespective of how good the selection is, irrespective of what number of choices are constructed into the story, none of it might probably succeed if the writing surrounding the selection is sub-par.
“As quest designers, we are able to consider good selections, good dilemmas, good themes, however it’s the writers who need to ship the dialogues that can really elicit feelings within the gamers,” says Gąska. “It is the cinematics [team] and the animators who’ve to present [the story] to you in a approach that you’ll really really feel it.”
Gąska likens this to the dilemma of a terminally in poor health individual deciding to finish their very own life. With none emotion or connection, the query is “only a theoretical factor.” However when the selection is private, involving individuals you like and take care of, it turns into a heart-wrenching difficulty. And so the elemental talent behind creating resonant selections is to craft characters that really feel really genuine. Such authenticity can then inform how selections and penalties are constructed into the sport’s design and story.
“Our method is the method for the way in which we reside, proper?” says Kalemba, who explains that he doesn’t imagine in foreshadowing the implications of selections. “You don’t know what is going on to occur tomorrow, however there are a number of selections you’ve got immediately. And by designing the expertise from the get-go this manner, we let ourselves do our video games as greatest as doable and ask gamers to be open and prepared for the implications.”
Whereas Kalemba and his group will little question draw upon the studio’s prior successes for The Witcher 4, there’s naturally a want to do one thing extra superior. One thing extra spectacular. However to take action would require fixing a difficult growth puzzle.
“The entire work we did on [our] expansions was usually extra pleasurable than engaged on the bottom video games themselves,” admits Tost. “All of those unknowns that you just had if you had been engaged on the bottom recreation are answered and it is a matter of pure creation. I believe we should always take a look at how we reply these questions in a well timed method in order that we are able to simulate the method of engaged on an enlargement sooner than by the point we get to creating an enlargement.”
Such an method is made all of the extra trickier by instruments – CD Projekt Crimson is leaving its bespoke REDengine behind for The Witcher 4, as an alternative choosing Unreal Engine 5. And so forth prime of making an attempt to reply these questions, growth workers will even be studying how greatest to maximise the potential of a brand new and unfamiliar engine. To satisfy their ambition, the group might want to keep away from Mills’ earlier remark of builders preventing in opposition to the constraints of their instruments. Little doubt a detailed relationship with Unreal’s creator, Epic, can be important to moulding the engine right into a form that permits CDPR to ship on its targets.
“We need to put participant company within the heart,” says Kalemba of these targets. “We wish gamers to have the ability to actually sense these alternatives and to go in-depth in the case of alternative and penalties.
“It is the evolution of The Witcher, so extra instruments at gamers’ disposal to have the ability to not solely play and go along with the implications narratively, but additionally gameplay sensible,” he provides. “We need to give gamers extra instruments, extra alternatives, to have the ability to really feel that ‘I’m the participant and I outline my expertise.’”
Merely matching The Witcher 3’s selections and their ensuing penalties could be a large enterprise for CD Projekt Crimson. However to evolve and advance The Witcher 4 past the studio’s previous accomplishments little question requires one thing far more complicated. As Cyberpunk 2077 proved, even the grasp of branching tales can journey and fall. Phantom Liberty noticed the studio stand again up and mud itself off, however The Witcher 4 would be the true take a look at of how previous learnings inform new ambitions. Hopefully Ciri’s subsequent journey will proceed to cement CD Projekt Crimson’s status because the studio devoted to respecting and fulfilling participant selections.
Matt Purslow is IGN’s Senior Options Editor.