In a sombre five-minute video address and accompanying blog
post, Iwiński acknowledged the game “did not meet the quality standard we
wanted to meet. I and the entire leadership team are deeply sorry for this.”
Iwiński's apology, the second within a month, was an attempt
to restore the Polish company's reputation with scores of fans – and investors
– who had waited eight years for the game, only to discover it was riddled with
bugs and performance issues when it was finally released. Uproar over the
botched debut caused a 30 percent drop in CD Projekt's shares from December 10
through mid-January.
Dear gamers,
— Cyberpunk 2077 (@CyberpunkGame) January 13, 2021
Below, you’ll find CD PROJEKT’s co-founder’s personal explanation of what the days leading up to the launch of Cyberpunk 2077 looked like, sharing the studio’s perspective on what happened with the game on old-generation consoles. pic.twitter.com/XjdCKizewq
Interviews with more than 20 current and former CD Projekt
staff, most of whom requested anonymity so as not to risk their careers, depict
a development process marred by unchecked ambition, poor planning and technical
shortcomings. Employees, discussing the game's creation for the first time,
described a company that focused on marketing at the expense of development,
and an unrealistic timeline that pressured some into working extensive overtime
long before the final push. CD Projekt declined to comment on the process or
provide interviews for this story.
The Polish company will spend the next few months working on
fixes to Cyberpunk 2077 instead of planning expansions to the game or getting
started on the next installment of its other popular franchise, The Witcher.
The first new update will be released toward the end of January and a second
“in the weeks after,” Iwiński said.
This wasn't how the development team envisioned starting
2021. Now, instead of celebrating a successful release, they will aim to turn
Cyberpunk 2077 into a redemption story. It will be an uphill battle. Unlike
competitors such as Electronic Arts and Ubisoft, CD Projekt only releases one
major game every few years, so the company was relying on Cyberpunk 2077 to be
a significant hit.
Cyberpunk 2077, a role-playing game set in a sci-fi
dystopia, had a lot going for it. Warsaw-based CD Projekt already was
well-known for an earlier blockbuster title, The Witcher 3, and Cyberpunk
benefitted from a massive ad blitz and a leading role from actor Keanu Reeves.
Thanks to pre-launch hype, the game sold 13 million copies
at $60 apiece in the first 10 days after its release. CD Projekt was, for a
while, the most valuable company in Poland.
Early reviews were generally good, but once players got the
game in their hands, they realised it had problems on PCs and was almost unplayable
on consoles. It performed so poorly that Sony removed the game from the
PlayStation Store and offered refunds, an unprecedented move, while Microsoft
slapped on a label warning customers that they “may experience performance
issues on Xbox One until the game is updated.” CD Projekt is facing an investor
lawsuit on claims they were misled.
In his message, Iwiński concedes that the company
“underestimated the task.” He said that because the game's city was “so packed
and the disk bandwidth of old-gen consoles is what it is, it constantly
challenged us." While the company extensively tested before the game's
release, Iwiński said it didn't show many of the issues players experienced.
Developers who worked on the game argued otherwise, saying that many common
problems were discovered. The staff just didn't have time to fix them.
Cyberpunk 2077 was an ambitious project by any standard. CD
Projekt's previous success, The Witcher, was set in a medieval fantasy world
full of swords and spells. But everything in Cyberpunk was a departure from
that framework. Cyberpunk was sci-fi rather than fantasy. Instead of a
third-person camera in which the player's character appeared on screen, Cyberpunk
used a first-person view. Making Cyberpunk would require CD Projekt to invest
in new technology, new staff and new techniques they hadn't explored before.
Another indication of how CD Projekt stretched things too
far was that it tried to develop the engine technology behind Cyberpunk 2077,
most of which was brand new, simultaneously with the game, which slowed down
production. One member of the team compared the process to trying to drive a
train while the tracks are being laid in front of you at the same time. It
might have gone more smoothly if the track-layers had a few months head start.
Adrian Jakubiak, a former audio programmer for CD Projekt,
said one of his colleagues asked during a meeting how the company thought it
would be able to pull off a technically more challenging project in the same
timeframe as The Witcher. “Someone answered: ‘We'll figure it out along the
way,'” he said.
For years, CD Projekt had thrived on that mentality. But
this time, the company wasn't able to pull it off. “I knew it wasn't going to
go well,” said Jakubiak. “I just didn't know how disastrous it would be.”
Part of the fans' disappointment is proportional to the
amount of time they spent waiting for the game. Although Cyberpunk was
announced in 2012, the company was then still mainly focused on its last title
and full development didn't start until late 2016, employees said. That was
when CD Projekt essentially hit the reset button, according to people familiar
with the project.
Studio head Adam Badowski took over as director, demanding
overhauls to Cyberpunk's gameplay and story. For the next year, everything was
changing, including fundamental elements like the game-play perspective. Top
staff who had worked on The Witcher 3 had strong opinions on how Cyberpunk
should be made, which clashed with Badowski and lead to the eventual departure
of several top developers.
Much of CD Projekt's focus, according to several people who
worked on Cyberpunk 2077, was on impressing the outside world. A slice of
gameplay was showcased at E3, the industry's main trade event, in 2018. It
showed the main character embarking on a mission, giving players a grand tour
of the seedy, crime-ridden Night City.
Fans and journalists were wowed by Cyberpunk 2077's ambition
and scale. What they didn't know was that the demo was almost entirely fake. CD
Projekt hadn't yet finalised and coded the underlying gameplay systems, which
is why so many features, such as car ambushes, were missing from the final
product. Developers said they felt like the demo was a waste of months that
should have gone toward making the game.
Employees were working long hours, even though Iwiński told
staff that overtime wouldn't be mandatory on Cyberpunk 2077. More than a dozen
workers said they felt pressured to put in extra hours by their managers or
coworkers anyway.
“There were times when I would crunch up to 13 hours a day —
a little bit over that was my record probably — and I would do five days a week
working like that,” said Jakubiak, the former audio programmer, adding that he
quit the company after getting married. “I have some friends who lost their
families because of these sort of shenanigans.”
The overtime didn't make development of the game any faster.
At E3 in June 2019, CD Projekt announced that the game would come out on April
16, 2020. Fans were elated, but internally, some members of the team could only
scratch their heads, wondering how they could possibly finish the game by then.
One person said they thought the date was a joke. Based on the team's progress,
they expected the game to be ready in 2022. Developers created memes about the
game getting delayed, making bets on when it would happen.
Canceling features and scaling down the size of Cyberpunk's
metropolis helped, but the team's growth hampered some departments, developers
said.
While The Witcher 3 was created by roughly 240 in-house
staff, according to the company, Cyberpunk's credits show that the game had
well over 500 internal developers. But because CD Projekt wasn't accustomed to
such a size, people who worked on the game said their teams often felt siloed and
unorganized.
At the same time, CD Projekt remained understaffed. Games
like Grand Theft Auto V and Red Dead Redemption II, often held up as examples
of the quality the company wanted to uphold, were made by dozens of offices and
thousands of people.
There were also cultural barriers brought about by hiring
expats from the US and Western Europe. The studio mandated everyone speak
English during meetings with non-Polish speakers, but not everyone followed the
rules.
Even as the timeline looked increasingly unrealistic,
management said delaying wasn't an option. Their goal was to release Cyberpunk
2077 before new consoles from Microsoft and Sony, expected in the fall of 2020,
were even announced. That way, the company could launch the game on existing
PlayStation 4, Xbox One, and PC, then “double dip” by releasing versions down
the road for the next generation consoles. People who bought the old console
versions would receive free upgrades when the new ones were available. Some
engineers realised that Cyberpunk was too complex of a game to run well on the
seven-year-old consoles, with its city full of bustling crowds and hulking
buildings. They said management dismissed their concerns, however, citing their
success in pulling off The Witcher 3.
But by the end of 2019, management finally acknowledged that
Cyberpunk needed to be delayed. Last January, the company pushed the game's
release to September. In March, as the pandemic began ravaging the globe and
forcing people to stay inside, CD Projekt staff had to complete the game from
their homes. Without access to the office's console development kits, most
developers would play builds of the game on their home computers, so it wasn't
clear to everyone how Cyberpunk might run on PS4 and Xbox One. External tests, however,
showed clear performance issues.
Iwiński also said that communication issues resulting from
teams working at home amid COVID-19 restrictions meant “a lot of the dynamics
we normally take for granted” got lost over video calls or emails. The game's
debut slipped again, to November.
As the launch date drew closer, everyone at the studio knew
the game was in rough shape and needed more time, according to several people
familiar with the development. Chunks of dialogue were missing. Some actions
didn't work properly. When management announced in October that the game had
“gone gold” — that it was ready to be pressed to discs — there were still major
bugs being discovered. The game was delayed another three weeks as exhausted
programmers scrambled to fix as much as they could.
When Cyberpunk 2077 finally launched on December 10, the
backlash was swift and furious. Players shared videos of screens overrun with
tiny trees or characters gallivanting around without pants, and compiled lists
of features that had been promised but were not in the final product.
Many of the glitches and graphical issues can be fixed,
developers say, though it's not clear what it will take to regain a spot in the
PlayStation store. Winning back fans may be difficult, but there's precedent in
the video game world. Games like No Man's Sky, a space simulator; Final Fantasy
XIV, an online roleplaying game; and Destiny, a multiplayer shooter, recovered
from rocky launches and earned critical acclaim by gradually improving after they
released. And the market seems to be hopeful. CD Projekt shares rose 6 percent,
the most in six weeks, after Iwiński's message.
