Live data from Hacker News

Cyberpunk 2077 Refunds

playstation.com

391–400 of 644 posts

Re: Cyberpunk 2077 Refunds

#391

Earlier quoted context omitted.

Was it this bad though?

Probably not because they weren't supporting old consoles. imo any open world game with complexity, that isn't Grand Theft Auto or Red Dead Redemption, is going to be a mess for the 1st two years. It was like this with the Fallout Series as well. I have no clue how Rockstar has done successful releases consecutively

> old consoles

This makes it sound like they're trying to shoehorn the game on a NES.

In reality, it was the current generation of consoles for the entirety of the development cycle. If it weren't for the multiple delays, the game would have had several months on the Xbox One/PS4 before the Series S/X and PS5 would have even been released.

Re: Cyberpunk 2077 Refunds

#392
post #371

Earlier quoted context omitted.

The multiple path concept is evidence of CDPR biting more than they could chew. They spread themselves too thin, the game is less than the sum of its parts because half-finished subsystems weigh down what can be a very solid game when it focuses on its fundamentals. OP says "Some players expected this to be cyberpunk-themed RDR2/GTA5". I think some higher ups at CDPR wanted for it to be that at the start, and they on…

I believe I saw on Reddit a post that attempted to map all the dialogue/in game decision options, and found that 98% of choices ended up not mattering. Only 2% of player-choice decided which ending (of the 5) you got. edit To rephrase, I don't even think it's about the endings at all. Most of the choices in the game do not actual change the trajectory of your character. Most of the decisions put you on the same track…

It's not all about the endings though. Mass Effect famously only had 2 endings (which everyone raged about), but the plot itself is interesting to see the different branches in the story on their own.

Re: Cyberpunk 2077 Refunds

#393

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 antici…

CDPR's whole ethos is to release games without DRM, since they saw better sales without it for the witcher series. They reason that if they have a good product, people will pay for it. But if the product isn't good, is that still true? I think theres gonna be a good amount of piracy that will eat into PC sales for cyberpunk, since a lot of people will think "why the hell would I pay $60 for a buggy game that I might not even like?"

Re: Cyberpunk 2077 Refunds

#394

-- What was the purpose of the crunch / rushing this out the door ? -- What was to be gained from it? Holiday sales? Delivering a product not delayed again? Management bonuses? Did the developers get bonuses for delivering "on time"? -- At what cost did the crunch / delivering the product cause the team of developers? Now they need to keep working; fix the bugs; get this back in the store(s) and try to make everyone…

The short answer is that they gambled and they lost.

The long answer is that releasing a high budget, triple-A title across multiple platforms isn't done in isolation. They were busy coordinating advertising campaigns, partnership deals, distribution, marketing, and other time-sensitive external processes.

Many of those external contracts were likely time sensitive, perhaps with financial penalties for missing the ship date. For example, did you know that big box retail stores don't put up giant advertisements or end caps for new products for free? They actually charge vendors to occupy prime space on the retail floor and put up product advertisements within their stores. In this case, stores like Best Buy even had Cyberpunk 2077 ads plastered on the outside of the store windows with a specific release date, which they missed once already. Each time a release window comes and goes without a product to sell, the company loses huge amounts of money to these contractual obligations.

Also, building these games is expensive. If they secured external financing to pay the huge development teams, that money comes with conditions about when they must start paying it back. No product = no way to pay, unless you go out and secure emergency loans to pay off your other financing, which is about as expensive as you would imagine.

These things aren't planned last minute. The launch date window was likely determined over a year ago, with huge amounts of money and work going into those specific dates.

Really, this is a failure of project and product management. The teams should have realized that they weren't on track to reach the launch dates and narrowed their scope early on. It looks like they overestimated how much they could accomplish and assumed they could fit it all in to the allotted time, which was obviously not the case.

Re: Cyberpunk 2077 Refunds

#396
post #155
post #22

Earlier quoted context omitted.

The press coverage for Cyberpunk seems to be far worth than what you usually see for games similarly bugged at release, especially for a game with good review on PC. Then again, it's a Polish game from a studio with no American office and apparently with little regard for the current trend in American culture (cue The Guardian review). I didn't really expect less.

I wonder how much of that criticism is due to them not being an American company with chummy friends to those reviewers. The amount of negativity for some aspects is very wierd, especially when you compare it to the other years blockbuster: Call of Duty Cold War. CoD features an all white male cast, there's no whiff of female or LGBTQ representation. It's also horrifyingly xenophobic and repaints the history in a gro…

> LGBTQ representation

Cyberpunk was not well received by the population it was trying to cater to with its customizable genitalia.

https://jygglypuffdaddy.com/2020/12/11/an-almost-exhaustive-...

Re: Cyberpunk 2077 Refunds

#397
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.

What's in it for the devs to blow the whistle here? It's not like a matter of public safety.

Re: Cyberpunk 2077 Refunds

#398

Earlier quoted context omitted.

Every time I tried GeForce Now it put me in a long queue before letting me in. Never happened with Stadia and the whole "take up your controller and play" experience feels more polished on Stadia. Hopefully we'll get ray tracing and maxed out settings with the next Stadia hardware upgrade.

If you pay £5/month then there are no queues, I hugely recommend trying it.

People on Reddit are reporting long queues on the paid tier too.

Re: Cyberpunk 2077 Refunds

#399

I think most of the negative sentiment against Cyberpunk 2077 comes from three sources: 1) Some players expected this to be cyberpunk-themed RDR2/GTA5. It turns out it's nothing like that, it's more like a new Deus Ex game. 2) It just doesn't run on consoles. It's a very inferior experience, unless you're the type who can be happy with 2020 movies in .3gp format in your old Nokia phone. Having watched a video ( https…

Based on your description I want it even more now.

I did get a Deus Ex vibe from this game from the first moment I heard about it. I've been desperate to get back into gaming, and was looking forward to an Xbox to play 4 games, this being one of them.

Hopefully by April (when I expect to be able to buy a new Xbox Series X), the patches will have made the game playable.

Re: Cyberpunk 2077 Refunds

#400

I think most of the negative sentiment against Cyberpunk 2077 comes from three sources: 1) Some players expected this to be cyberpunk-themed RDR2/GTA5. It turns out it's nothing like that, it's more like a new Deus Ex game. 2) It just doesn't run on consoles. It's a very inferior experience, unless you're the type who can be happy with 2020 movies in .3gp format in your old Nokia phone. Having watched a video ( https…

>it's more like a new Deus Ex game Only if you have never played a DX game before. It is a much lesser experience than any DX game, so that is a real sour point for players expecting, or at least familiar with, that. And the bugs are not a sideshow. I played 2 hours on PC and returned it. When I had mission markers coming and going completely unrelated to any quests I had started I said "enough". If the game is made…

>it's more like a new Deus Ex game

Yes, I'm pretty sure it's the opposite. I was expecting a cyberpunk New Vegas, but it seems more like a cyberpunk Fallout 4.

Post reply on HN