this post was submitted on 29 Mar 2024
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Cyberpunk 2077

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[–] [email protected] 0 points 7 months ago (3 children)

They reportedly spent about $450 million making it, so not bad. Even better if that's the gains after deducting the costs.

[–] [email protected] 0 points 7 months ago (1 children)

With all that money they could have had in the game everything they promised in the gameplay trailer.

[–] [email protected] 0 points 7 months ago* (last edited 7 months ago)

You'd think.

But meeting deadlines and achieving what is planned isn't a matter of money.

That's on whoever is steering the ship not fucking it up. And they fucked it up.

[–] [email protected] 0 points 7 months ago (1 children)

Wow, is that common in the gaming industry?

[–] [email protected] 0 points 7 months ago* (last edited 7 months ago)

No, not really. You're approaching "most expensive game ever" when it goes that high.

[–] [email protected] 0 points 7 months ago (1 children)

And I assume a good chunk of they cost is an investment on the ip itself which will be definitely seeing more in the future. Glad they stuck through the whole shit show and made it work.

[–] [email protected] 0 points 7 months ago* (last edited 7 months ago) (1 children)

I hope so. The fact that they're ditching their Red Engine in favor of UE5 gives me mixed feelings, as they'll be starting over from scratch again for CP2 (although, I won't be surprised if they create a custom asset import tool from RE4 to UE5). Using a mainstream engine also means trained devs aren't as valuable versus trained devs on an in-house engine, which for a publicly traded company isn't always a good thing. Anyway, hopefully I'm wrong to worry and using a much more mainstream engine means they'll be able to nail the sequel and then some since finding experienced devs will be easier.

[–] [email protected] 0 points 7 months ago

I partly disagree on the train staff. You still need experienced/capable staff working on it as they can modify the engine quite a bit. If they bring someone in in the middle development that person may have a quicker bring up if they are already familiar with the engine than if they were using an in house engine.

The idea that before long you may only have a few game engines in new games is sad though.