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Cyberpunk 2077 Refunds

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Re: Cyberpunk 2077 Refunds

#101
post #13

The entrepreneurs of 2077 will learn about this game as an example of poor corporate vision and why you shouldn't ship a dysfunctional product.

Unlikely. This is hardly the first dysfunctional AAA videogame rushed out before it was ready causing a PR disaster.

- This is the first time ever Sony has pulled a game from Playstation Store. The game has literally caused Sony to review their policies.

- CDProjekt worked on this game for 8 years, with employees crunching for several months in exchange for a share of the company's yearly profits. It's worth mentioning that the latter happened during a global pandemic.

- The game's release was delayed several times, leading to more crunch.

- The game infamously failed to add seizure warnings at launch.

Other huge failures I can think of are Brink back in 2011 and No Man's Sky more recently, but this is orders of magnitude worse.

Re: Cyberpunk 2077 Refunds

#102

I'm playing this game on Google's Stadia and must say I'm impressed and having a blast. Besides some minor bugs this game streams flawless in 4k to my Mac (which technically isn't even a supported platform for the game, but is for Stadia). I bought the game during last weeks promotion with a free Chromecast Ultra and controller, so I would have at least had some hardware for cheap should the game itself suck, but the…

Runs great on Stadia compared to PC (in my experience playing on both platforms). Google needs to make something of this. I even tried running it from Chrome on my old MacBookPro 2015 and was thrilled it worked and was a great experience.

Re: Cyberpunk 2077 Refunds

#103

I'm playing this game on Google's Stadia and must say I'm impressed and having a blast. Besides some minor bugs this game streams flawless in 4k to my Mac (which technically isn't even a supported platform for the game, but is for Stadia). I bought the game during last weeks promotion with a free Chromecast Ultra and controller, so I would have at least had some hardware for cheap should the game itself suck, but the…

How are you getting 4K on a Mac?

I'm also playing Cyberpunk 2077 on Stadia and I've been quite positively surprised by it. However, I'm not really sold on Stadia generally yet. There's definitely some input lag and I can feel my mouse movements being "spongy". I'm also having a hard time driving, but I don't know if that's the input lag or just the game. Also, even if the game is running at the best possible graphical options (which Cyberpunk 2077 isn't), you're still just getting a compressed video stream, so dark gameplay doesn't look good (https://0x0.st/iFRT.png).

No regrets though, since I paid 50€ for it and I'm getting a free Chromecast Ultra and a free Stadia controller.

Re: Cyberpunk 2077 Refunds

#104
post #40

This is incredible, and must be devastating for the development team, especially after all that crunching. As someone who's worked on a (digital-only) title for Xbox One, I'm surprised this game got through the certification process in the first place. From our experience the platform holders are pretty involved, and we regularly gave MS updates on everything from monetization, to UX and controls, to extensive review…

While I do have immense sympathy for the devs, it does bother me that none of them blew the whistle. Many, if not most, should've known that this game was nothing like what was promised, and practically unplayable on PS4 or XBONE. Yet they said nothing.

Interesting that probabilities of a mishap like this has at best marginally reduced but the threshold for triggering corrective actions seems to be becoming much higher over past couple decades or so

Re: Cyberpunk 2077 Refunds

#106

I'm playing this game on Google's Stadia and must say I'm impressed and having a blast. Besides some minor bugs this game streams flawless in 4k to my Mac (which technically isn't even a supported platform for the game, but is for Stadia). I bought the game during last weeks promotion with a free Chromecast Ultra and controller, so I would have at least had some hardware for cheap should the game itself suck, but the…

How is the latency? Do you feel any lag when moving your mouse / character?

Re: Cyberpunk 2077 Refunds

#107

I keep reading the worst about cyberpunk on hn but when my soulmate played it (on pc) they really enjoyed it and only stumbled upon very few bugs. As for seizures apparently it had a warning at the start about them.

The console versions are supposedly significantly worse than PC, to the point of being unplayable

It seems to me that PS4 version has to be significantly worse than Xbox version because otherwise I don't see where the issue comes from.

I play it on Xbox one S and don't experience any kind of game breaking bugs. On the other hand at least on XB one S the first loading screen is completely messed up which makes one question how that could possibly pass Microsoft's QA.

Re: Cyberpunk 2077 Refunds

#108
post #15

This is incredible, and must be devastating for the development team, especially after all that crunching. As someone who's worked on a (digital-only) title for Xbox One, I'm surprised this game got through the certification process in the first place. From our experience the platform holders are pretty involved, and we regularly gave MS updates on everything from monetization, to UX and controls, to extensive review…

Actually I see it as positive, because it proves that crunching isn't worth it, if this what happens coming out of burned developers. The industry keeps bleeding to many people that could have made huge contributions, but decided to invest into industries where crushing isn't part of the culture. For example, I rather do GUIs and 3D stuff for boring enteprise projects than spending endless nights and weekends fixing…

Yup, left AAA a long time ago. Way more money, work-life balance, and job opportunities available when you leave the game industry. It exploits developers who are initially passionate about the field, and then leaves them in a state where it's very difficult to leave (because it's very specific skills that don't easily transfer to other industries)

Re: Cyberpunk 2077 Refunds

#109

This is incredible, and must be devastating for the development team, especially after all that crunching. As someone who's worked on a (digital-only) title for Xbox One, I'm surprised this game got through the certification process in the first place. From our experience the platform holders are pretty involved, and we regularly gave MS updates on everything from monetization, to UX and controls, to extensive review…

> As someone who's worked on a (digital-only) title for Xbox One, I'm surprised this game got through the certification process in the first place. Something I have learned from watching this saga is that those rules seem not to apply to "AAA" developers (this appears to have been fairly wide industry knowledge, but I was not aware of it). It may also be a relatively new development, but because of how hot games are…

Patches have to go through certification as well. Day one patches aren’t literally pushed out hot on day one. They’ll have gone through testing and cert.

Re: Cyberpunk 2077 Refunds

#110
Ultimately I think the rushed launch will turn out to have been a correct decision, or at least not as horrible as it seems. The holiday season, especially during a pandemic when millions are stuck at home, is simply a financial opportunity too good to pass up. Launching in a few months would have lost those sales, while delaying the game (again) until holiday season 2021 would have destroyed a lot of hype and anticipation. From what I’ve seen, the game is still doing well in terms of sales.

Tough situation, but considering the options, an understandable move. It’s a classic example of being forced to choose between two bad decisions because you failed to make an adequate plan in the first place.

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