Philipp Weber, the senior quest designer of Cyberpunk 2077, wrote a post on CD Projekt RED‘s forums during a Q&A, revealing this aspect of the game.
„As quest designers, we were already used to tell nonlinear stories, so having a character like V gave us more of what we already like to do. Lifepaths are one of my favourite features because they just give us more roleplaying opportunities. A nomad can, of course, solve some problems much better than a corpo, but put him into a board room and he might not really have the best way to lead a conversation the way he wants to.
So when we come up with challenges, we also like to think about how different lifepaths could solve them effectively. This will hopefully give players lots of motivation to play the game multiple times because they can have a completely new experience.
The new gameplay options thanks to our fluid class system essentially give us more opportunities to make our quests even more nonlinear. It’s a lot of fun to work with our level and encounter designers on locations for our quests, because there are always so many different options we can come up with. And sometimes, these options can then also change the story, so just like the lifepath, these gameplay abilities just make it easier for us to make the quest more nonlinear than ever,” Weber wrote.
Cyberpunk 2077, which will get a multiplayer mode after the base game and its DLCs have been released, also got a behind the scenes video on how the E3 2019 cinematic trailer was created, showing a brief insight into how this process goes from planning to showing it to the public. The game itself will launch on April 16 on PlayStation 4, Xbox One, and PC.
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