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    It’s rare that I fully quote a part of the article, but I want to highlight this:

    Usually, I don’t feel like I have to say this, but in this case, I do – please, stay kind and don’t criticize specific people for the state of the game. You might be mad, but anger isn’t helping anyone. This post is also meant to be purely informative and I am not the right person to judge if this issue is caused by a deliberate choice or an oversight. Be patient and enjoy the game if you are currently playing it!

    Thanks to the author for writing it: It’s okay that CDPR gets a lot of flak for falling flat on heavy marketing - that’s what you buy into as an organisation. But it’s never okay to attack any individuals and in gaming, that’s far too common.

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      What’s silliest is the expectation for a game of this complexity to be high performance and bug-free on release.

      I do enjoy CDPR games, but I sure wouldn’t want to play them on release. Even ignoring launch price, hardware requirements and engine issues, the sheer amount of game script bugs is not something I’d ever want to experience. Maybe I’ll consider Cyberpunk 2077 in a couple years.

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        You can’t expect a game to be bug-free. But when a software product is sold by a corporation, and the product exhibits frequent crashing and unplayable performance on supported platforms, I think criticism is appropriate.

        I haven’t played the game myself, but from everything I’ve seen, it really shouldn’t have been sold as a finished product to customers on the PlayStation 4 or the original xBox One. You can’t expect a game to be “high performance and bug-free”, but you should have the expectation that it’s playable.

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          What’s silliest is the expectation for a game of this complexity to be high performance and bug-free on release.

          AAA games are some of the most expensive form of media you can buy. While it’s certainly also a medium where bugs are normal and some issues are to be expected, it seems like Cyberpunk hit the mark by a lot for delivering something even close to a release-ready game, at least on e.g. Base PS4 and XBox One. So, some of the anger is at least understandable.

          Especially given that all game producers want you to buy one the first day and even pre-order, it’s perfectly okay to expect quality on day one. That’s not at all silly - especially as procedures for paid pre-releases exist in the gaming world, notably Early Access.

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        Speaking of game bugs: I have an impression that game development tries to play by different rules than best practices for other modern software development, but I have hard time squaring it with reality of games bigger than an indie side project.

        I keep hearing that in games development it’s more important to iterate quickly than to do things “properly”. Gotta move fast, no time to fight the compiler. Safety is not a concern, hacks are fine.

        But Cyperpunk is a massive multi-threaded, portable codebase. It was 7 years in the making, and probably reused code from earlier projects. If a project is hiring Keanu to record lines, they have to be way past the stage of exploratory fun coding, and just need to deliver a solid codebase that implements a massive list of features. So why is gamedev its own world living separately from the rest of the industry?

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          So why is gamedev its own world living separately from the rest of the industry?

          IIUC, gamedev is still in the “fire and forget” mode, even nowadays when the patch and content cycle can mean maintaining a game codebase for years. And even nowadays when most bugs will get documented, corroborated, verified, and amplified by a large enough user base.

          There’s no real incentive to change practices, though, as long as people are still buying and preordering crunch-driven games.

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            Because there’s probably low expectations.

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              Which again doesn’t seem to make sense: AAA games often have budgets higher than Hollywood movies. There’s a lot depending on the software.