Cyberpunk 2077 Quest Director addresses complaints about plot linearity and branching


Nothing is easy in Night City.

If you’ve ever thought that the massive Cyberpunk 2077 was linear and there wasn’t enough choice in the game, you’re not alone. However, not everyone who worked on the massive RPG agrees.

A live stream from Cyberpunk 2077 Quest Director Pawel Sasko offers plenty of insight into his take on fan complaints that the game is too linear. Part of that, as Sasko puts it, is because “players expected more.”

Sasko’s main argument is that a large branch is Takemura’s death, but once players learned he could be saved, it was no longer a choice. His death would have massive story implications and would change things a lot in the future, but the majority of players don’t let him die, so they never see what’s different when he does.

Not to mention that all kinds of quests offer a lot of opportunities that can affect things on a smaller scale. As Sasko puts it, “When you use such a strict definition of what is linear and what is not, you just literally arrive at that fact [the] The biggest branches matter, and nothing else.” Since most quests offer alternate dialogue or choices, there are plenty of smaller branches, but Sasko seems to think this isn’t enough for most players.

Sasko goes on to point out that players may be comparing Cyberpunk 2077 to the Witcher games, which have more branching paths and can distract the story in bigger ways. Overall, Pawel Sasko seems to dismiss any criticism that the game is linear, as quests can be taken in a different order each time and no two experiences are ever the same due to the randomness aspect of the game.

What do you think of the clip? Do you feel differently about the game after hearing from the quest director himself? Let us know in the comments. Cyberpunk 2077 Quest Director addresses complaints about plot linearity and branching

Fry Electronics Team

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