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Adam Badowski
Joint Chief Executive Officer, CD PROJEKT S.A.

Adam Badowski na MFKiG: Podróże po uniwersum Cyberpunk 2077 [PL/EN]

🎥 Jun 25, 2021 📺 EC1 Łódź ⏱ 56m 👁 37810 views
W rozmowie z Radosławem Nałęczem szef studia CD PROJEKT RED uchyla dla nas kulisy pracy nad największym przedsięwzięciem studia – grą Cyberpunk 2077 – i zabiera nas w podróż po jej uniwersum, bohaterach i tajemnicach.
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Transcript (26 segments)
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Interviewer0:14
Hello, welcome. We have a very special guest, Adam Badowski, head of CD Projekt Red. Thank you for accepting the invitation. Let's start: Cyberpunk 2077 is a slogan I encounter more and more. Do you agree we have lived to see this cyberpunk era?
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Adam Badowski0:36
Thank you. Cyberpunk for us has a social dimension beyond technology. The pandemic, grotesque leaders, and cold war fears make the world resemble B-movies. Our game reflects that. We worked with Mike Pondsmith to create a retrofuturistic yet current world. The core is the individual's fight against the system. The game is mature, focusing on relationships and difficult themes like death, not spectacular action. The story is about personal change, not saving the world. Choices matter.
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Interviewer15:32
OK, how big is this world? Players compare maps. How did you design the world of Cyberpunk?
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Adam Badowski15:47
We gave up measuring against Witcher. The world is huge, with vertical and horizontal layers. It's first-person, so perception differs. The story is substantial. We'll have stats after release.
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Interviewer18:26
Referring to Witcher, the quest team worked under pressure. Did you avoid fetch quests and make each quest a separate story?
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Adam Badowski19:05
Yes, we handcrafted each element. Some mechanics repeat for learning. In Cyberpunk, the city's districts allowed easier differentiation. The city itself is a character, with layers from normal to dark.
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Interviewer21:08
I realized that the silent hero is Night City itself, as a living entity.
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Adam Badowski21:30
We consciously built that. The city pressures the hero, offers a great win with marked cards. It's a movement with a hundred faces. The city's founder had a utopian vision, but reality made it decadent. Gangs form due to alienation. The city is both colorful and dark, like Warsaw for newcomers.
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Interviewer24:54
Continuing, I said Warsaw, but do you have another real city comparison?
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Adam Badowski25:03
I think it's a city that could become a trap. Trends to civilize cities are good, but millions can be locked in. Social movements can lead to conflict. Historically, cities are against human physiology. The dualism of metropolises affects us deeply.
Similarly with technology, smartphones are for many the beginning of the cyberpunk path, making us so dependent we can't function without them. We check the weather and news on our phones instead of raising the blinds. The first cyber implants, like glasses, are already enhancements. In Cyberpunk 2077, we find many such enhancements. Humans like to make things harder for themselves, and the consequences can be dramatic. The negative impact of technology is seen in social media, profiling, and addictive elements. We all feel something is wrong and need to civilize it. But technology also gives hope for good use. The dystopian image is dark, but I'm inspired by Verhoeven's approach, which shows dangers in a perverse way. There is still room for a smile and a happy ending.
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Interviewer31:05
Continuing, we have a dark picture of what awaits us, but is there still room for a smile and a story with a happy ending in the world of Cyberpunk 2077?
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Adam Badowski31:19
Yes, of course. The whole story of V is one that I hope ends well. At the end there is hope. The journey is about questioning whether our desires are our own or programmed by the world. That theme dominates the hero's journey. It's about the programming of individuals into social roles. We live in bubbles, easily accepting content without confrontation. The world of Cyberpunk is a caste world: the rich, the poor, and the middle class. The economy is controlled by a layer that holds technology. The nomads live outside the city but are still part of the system. The system is the symbol of the fight for identity. One of the heroines that caught my eye is G. Alvarez. I played four hours and regretted it ended.
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Interviewer39:06
Do you have a favorite character in the game? Not necessarily the well-known ones, maybe you can reveal something special for the festival viewers? What has a special place in your heart?
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Adam Badowski39:26
Of course, Johnny Silverhand is great. From a creator's perspective, he's a difficult character, but I think we built him well. My favorite character, though, is Panam, the nomad. She's energetic, and we can help her develop her path. There's a lot of melancholy and family themes, like in The Witcher. I enjoy playing with her. During testing, I loved returning to the nomad quests. There will be many Easter eggs and references to Polish culture, like Chopin, pierogi, and Slavic squats. I invite everyone to explore the computers, data, and side dialogues where our writers hide valuable content.
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Interviewer42:01
Now we give back to Caesar what is Caesar's. We are at a comic and game festival, but the world of comics is felt everywhere. There are many references that were an attempt to tell our future. So I'd like to ask about comic references. How do comics help you?
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Adam Badowski42:34
Comics help us on many levels. They are narrative, showing the relationship between content and image, which is what we build our games on. The cyberpunk comics that inspire us are numerous: Akira, Ghost in the Shell, Judge Dredd, Hard Boiled, The Old Guard. My favorite is Tekkonkinkreet, which became the basis for a great neon anime. If you look at that anime and then at some of our districts, it's a direct quote. There are many more inspirations, from Bill Sienkiewicz to Simon Bisley, who died a year ago. I wish him a peaceful sleep in the fantastic worlds he created.
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Interviewer45:02
I see a very large cross-section. Japanese comics, but also Western, American. Actually, the first association with cyberpunk is the United States, but there is also the East, Asia, and those regions. And there is a lot of that.
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Adam Badowski45:09
Yes, and although Asia has changed since the 80s, we consciously refer to those strong 80s accents. The districts are vibrant, with Buddhist temples and elements in the net. The style and color palette from comic panels were a stream of energy we used. I hope it will be felt. CD Projekt Red likes to romance with the comic world. Dark Horse had its comic, and Cyberpunk has its digital comic. We will continue to make new types of comics. It's a source of inspiration for our team's creativity.
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Interviewer47:12
From our conversation, one thing emerges: Cyberpunk 2077 is just the beginning.
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Adam Badowski47:18
Yes, we always said that. We create a world and want it to function, for players to live in it. Look at the cosplay, it's amazing. We don't want to stop. This is not just one game, it's a whole world, an ecosystem. We have the game, a series in perspective, comics, and countless stories in Night City. That's what defines us as a team: the desire to build whole worlds. It's a privilege to build a world from scratch with no limits. That's why we are CD Projekt Red. I want games to be a full-fledged medium on the level of comics and film, and I think we are very close.
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Interviewer49:29
A quick word about music, although I don't know how much to say given the list of artists involved, with Refused at the top, which is a nod to you because you like guitar music.
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Adam Badowski49:37
Music is an element we are incredibly proud of. The game will bring new, never-before-heard tracks to pop culture. I hope we promote many new bands. Hours of music from jazz to heavy metal is a fantastic contribution. Besides radio music, there is illustrative music that builds emotional weight. Our composers did a wonderful job. Most people thought only synthwave fit cyberpunk, but we wanted to break that and we did. It's more difficult and surprising, but integral to the story. When you think cyberpunk, you might think of Blade Runner, but here there are many more musical colors. The artists approached it with heart. Our artists have positive arrogance: everyone expects one thing, so we do something different but prove it's what they wanted. We did that with showing Night City in daylight, and similarly with music. I think we succeeded, and it will be on the favorite lists of many millions of players.
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Interviewer53:33
I have a last question about those millions of players. What thought would you like to leave the player with after they turn off the game? The player should reflect on what they experienced and why it was important. Why was V's journey important? Why is the success at the end not spectacular but very intimate? What did it teach you?
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Adam Badowski53:55
I return to the search for identity and the question: is the first goal, to be the best thief in Night City, really what is important? The city offers everything, but at what price? If I follow those rules, the city will grind me down. But is that what I have to die for? That's the most important question. Johnny Silverhand helps with that, at the intersection of these two characters. I hope the answers appear. I keep my fingers crossed. The premiere is soon, so everything will become clear.
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Interviewer55:46
I hope the answers appear. I keep my fingers crossed very much. I hope the viewers of this panel also cheer for us. The premiere is soon, so everything will become clear. Thank you very much for your time. Adam Badowski was our guest from CD Projekt Red.