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CD Projekt Red has revealed why The Witcher 3 and Cyberpunk 2077 feature some of the best side quests in gaming and it all comes down to one philosophy: side content deserves the same care and attention as the main story.

Do you think CD Projekt Red still makes the best side quests in the industry? Or has another studio taken that crown? Let me know your thoughts in the comments!

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Source: https://www.gamesradar.com/games/the-witcher/the-witcher-3-and-cyberpunk-2077-devs-put-a-considerable-amount-of-effort-into-side-stories-cyberpunk-2-lead-says-quality-in-those-was-a-must/

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Transcript
00:00Now, there is a pretty intriguing article that I've stumbled upon.
00:03It says that The Witcher 3 and Cyberpunk 2077 devs put a considerable amount of effort into
00:10side stories. And while I think this article is interesting, there is a bit deeper thing here,
00:16and is basically saying something that long-time CDPR fans already knew rather than revealing a
00:22major insight. And in that sense, my biggest takeaway isn't that The Witcher 3 and Cyberpunk
00:272077 have great sidequests. It's actually why they have them. Essentially, Pavel Sasko confirms that
00:35CDPR doesn't treat sidequests as filler. They treat many sidequests almost like mini mainquests.
00:41And according to him, they often receive the same budget, similar production timelines,
00:46experienced developers, and perhaps most importantly, more creative freedom because
00:51they don't have to move the central plot forward. And I would argue that philosophy is
00:57exactly what separates CDPR from many other RPG studios. And I'll give you a classic example.
01:04A lot of open world games still fall into the trap of designing side content around objectives
01:10rather than stories. You'll often see things like kill 10 enemies, collect 15 herbs, escort this NPC,
01:17clear another bandit camp, or fetch an item from AK. The gameplay may change slightly,
01:23but narratively speaking, they are forgettable. And more often than not, you start skipping dialogue
01:29because you've learned these quests don't really matter. And that's exactly what I do when I encounter
01:36these types of quests. Now think about The Witcher 3 for example. The Bloody Baron questline technically
01:43starts as a contract to find Ciri, but instead it evolves into one of the best written stories in RPG
01:49history. And it has everything. Domestic abuse, alcoholism, grief, guilt, supernatural horror,
01:58and impossible moral choices. And when you think about it, it's technically just one section of the
02:03game. Or more examples from The Witcher 3. Take cardinal sins, tower full of mice, a frying pan,
02:10pick and span, or dozens of Witcher contracts. Many begin as simple errands, but almost none of them
02:16end that way. And obviously the same applies to Cyberpunk 2077. We have Judy's storyline,
02:23Panam's missions, River Ward's investigations, or my favorite Perales conspiracy. And these aren't
02:29just optional content. I mean they are, but some people consider them the best stories in the entire
02:35game. And in fact, I would argue that if you removed all the side quests from Cyberpunk,
02:40the main campaign would actually feel surprisingly short and less emotionally impactful. And by the way,
02:46that was one of many problems I had with Cyberpunk, because I felt it was short. And that is
02:51surprisingly something that was done intentionally by CDPR, because apparently The Witcher 3 metrics
02:58showed that a tremendous number of people never actually finished Geralt's long adventure.
03:03I just wonder who these people are, because I would really much like to slap the living shit out of
03:08them. But anyway, I digress. What I wanted to say is that I think Sasko accidentally highlights
03:14something that many writers have talked about for years. Main stories are restrictive because they
03:19have to establish the setting, introduce characters, maybe build tension, support multiple endings,
03:25account for player progression, and fit marketing expectations. But when you think about it,
03:30side quests don't. They're just free to experiment. And that's why CDPR could make something as bizarre
03:36as the paralysis conspiracy, or as unsettling as Sinerman, without worrying about whether every player
03:43experiences it. I mean, some of Cyberpunk's weirdest and most memorable stories exist precisely because
03:49they weren't part of the critical path. However, not everything is rainbows and sunshine, because this
03:55approach is also incredibly expensive. And this is the part the article doesn't really discuss.
04:00But fret not, I will. You see, making optional content, this good, costs a fortune. I mean,
04:08think about it. Every major side quest gets the following. Cinematic cutscenes, professional voice
04:13acting, motion capture, unique environments, branching dialogues perhaps, and obviously a custom
04:19scripting. Which then means you're effectively making dozens of small games into one giant RPG.
04:25And I would argue that helps explain why CDPR games take 5 to 7 years to develop. Not to mention,
04:32like I already pointed out, it explains why they're so expensive. You simply cannot take any shortcuts
04:38to produce this level of handcrafted content. But at the same time, that's why the games are so
04:43memorable and legendary. Now, let's shift our attention to Witcher 4 and Cyberpunk 2. If you think
04:49about it, this particular philosophy is exactly why expectations for these two games are enormous.
04:54Because, as far as I'm concerned, I won't be judging these two games based on the graphics,
04:59open world, or even, dare I say, combat. I'll probably judge whether random NPCs have stories
05:06worth hearing. For example, in The Witcher 4, I'll probably take a good look at contracts to see whether
05:12or not they are unforgettable like in the third game. Maybe there's going to be certain optional
05:16quests that could make me laugh, cry, or question my decisions after I finish the quest. Because, let me
05:23tell you, that happens a lot in these games. And that's basically why the bar is so ridiculously high.
05:29And ironically, CDPR created the pressure themselves with The Witcher 3. What I would like to point out
05:35at the end of all this rambling of mine is that I think the article gets a little carried away
05:41when it says future CDPR games will probably end up proving some of the greatest RPGs. I mean,
05:47this sounds more like optimism rather than analysis as far as I'm concerned. Because remember, history
05:52shows that reputation isn't guaranteed. If you remember, for example, Cyberpunk 2077 launched in a
05:58terrible technical state despite excellent writing. Also, bigger budgets don't automatically produce
06:03better games. And finally, development complexity keeps increasing every generation. So the quality
06:10of sidequests is only one ingredient. But there are many more like performance, pacing, combat,
06:16progression systems, AI, and technical polish. And they matter just as much. So my biggest takeaway
06:22isn't that CDPR makes great sidequests. I think we've known that for several years. It's that the
06:28studio consciously invests AAA level resources into optional content rather than treating it as padding.
06:34And that's a rare design philosophy. And it's a major reason why players still talk about quests
06:40like Bloody Baron, Sinermen, or Perales Conspiracy years after finishing the games.
06:45If CDPR can combine the storytelling philosophy with a technical polish to launch,
06:50both The Witcher 4 and Cyberpunk 2 have the potential to be among the defining RPGs of the
06:55next generation. But after the lesson of Cyberpunk 2077, I think it's wise to stay cautiously optimistic
07:02rather than assuming lightning will strike twice. And that's basically my take on this news.
07:07Thanks very much for watching. And as always, like, share, subscribe, comment,
07:12all that good stuff. And that's it from me until the next one.
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