Back
Adam Kiciński
Joint Chairperson of the Supervisory Board (co-founder), CD PROJEKT S.A.

"Nie ma nic gorszego dla twórców niż przeciętny projekt" -Adam Kiciński, CD Projekt /NicZaDarmo #116

🎥 Dec 13, 2022 📺 DoradcaTV ⏱ 69m 👁 7892 views
116 odcinek podcastu Nic Za Darmo i zarazem trzecia rozmowa z cyklu „Rozmów z Rynkiem”. Gościem odcinka Adam Kiciński, Prezes CD Projekt. 0:00 Wstęp i przedstawienie gościa 01:05 Jak CD Projekt pracował w czasie pandemii? 07:25 Wspomnienia z premiery Cyberpunk 2077 13:30 Proces poprawiana Cyberpunka 2077 i koszty 20:43 Droga do Phantom Liberty 27:40 Rotacja pracowników po dużych premierach 35:58 Strategia CD Projekt: franczyzowe koło zamachowe 46:40 Transformacja spółki vs. plany 3 franczyz 52:55 Nowa Saga Wiedźmina 55:20 Co dalej z GOG.com? 57:48 Wielka konsolidacja gamingu na świecie 1:01:...
Watch on YouTube
Transcript (22 segments)
I
Interviewer0:00
In the third episode of our market conversations, we have a company that I think many people absolutely know for many, many years. Perhaps from this company they started their stock market adventure, or maybe first they played great games and later started investing. It's a company the whole world has been talking about in recent years. I hope today we will learn not only about the company's strategy, but also what's happening inside after these turbulent two years and before the next challenges. With me in the studio today is Adam Kiciński, CEO of CD Projekt Red. Good morning.
A
Adam Kiciński0:37
Good morning. Finally we meet in person. I was looking at calendars and photos, remembering when was the last time we saw the company live. Before the pandemic, I think it was the 2019 conference. Then the pandemic hit, and we were all with online recordings and VOD. Theoretically we had a lot, but it was hard to just talk calmly and work creatively. I wonder whether the company has managed to return to pre-pandemic times or if they will never come back. In the long run, we'll see. For now, we have a hybrid model and a 'Home First' model, meaning mainly from home. About 50% come to offices, but it depends on the team. We have learned a lot about remote work. Some people are more productive at home, some prefer the office. I always prepare by calling people anonymously. I heard that when the pandemic started, CD Projekt briefly turned into a logistics company to move everyone home. We completed the move in 3 days. Teams with large workstations needed special handling. We dealt with security, VPN, and slow file transfers. But we managed. We worked from home, though the final phase of Cyberpunk was very difficult. We'll never know if working from the office would have changed things.
I
Interviewer4:11
I will move on to Cyberpunk, but first one more thing about the pandemic. In Silicon Valley, there's a frequent issue that creativity gets lost when everyone works remotely. Some companies worked well on existing tools, but fewer new tools were created. In a creative industry, if people don't see each other physically, there's no brainstorming and processes slow down. How did it look from CD Projekt's perspective? Did you feel that? And since many people have returned, have those processes returned?
A
Adam Kiciński5:04
I would avoid generalizations because it depends on how teams are organized, the character of team members, and the product. I personally believe it's easier to work together, but that's a personal view. I returned to the office at the first possible moment and work almost exclusively from the office, because I prefer it. However, that may not be a general rule. The challenge we face is fair measurement of productivity. In creative processes, it's very hard to measure productivity. Measuring time doesn't make sense. If we could measure it precisely, we could conduct experiments and reach scientific conclusions, but in our industry it's difficult. We have decided to allow home work, now that the pandemic is over. We don't test every other day anymore. We work as before the pandemic, but we allow home work. We plan to periodically conduct internal analysis to draw conclusions. For now, the model seems to work, but in the long term we don't know yet. We don't know how people who mainly work from home will feel after 10 years, what the bond with the team will be. We'll see.
I
Interviewer7:29
OK, you mentioned Cyberpunk earlier. I've been wanting to ask you this in person: how do you remember the time of the Cyberpunk launch from the command center perspective, not just corporate, but as a person who created this for many years and suddenly everything turned 180 degrees? The whole world was waiting for the premiere, all positive emotions, then suddenly avalanche of difficult days and weeks. How did it look then, and how do you remember it today?
A
Adam Kiciński8:21
It was a very difficult time for all of us. We really didn't expect it. We knew there were risks, just like with The Witcher. Such complex games are not without bugs. With The Witcher 3 we also bit our nails and were nervous about the launch. We knew certain imperfections. We counted on Cyberpunk being such a wonderful game that players would forgive some missteps. But we underestimated the scale of technical problems. Some issues only appeared when millions started playing. So from a super positive sentiment and great love surrounding the game before launch, we fell into an area of terrible hate that overshadowed everything. It was very hard. But this wasn't the first crisis in the company's history. Our reaction was obvious: from the first day after launch we focused on minimizing the impact and being fair to players. We never intended to deceive anyone with pre-orders. We believed we would deliver a phenomenal game. Right after launch we devised a full global refund policy, even though we had only a moderate idea of how to implement it. That led to some negative chain reactions, but essentially it was the first thing we did. Then we focused on fixing the game. That process took quite a long time. Now we continue working on the game, but it's more about improving an already good or very good game. The first months or quarters were focused on making Cyberpunk satisfying for the absolute majority of players.
I
Interviewer12:02
For a long time it was hard to find such lengthy interviews. I understand that wasn't the time when everyone wanted to talk about the company in that context. But I found a fragment: you said for Spider's Lab that this is not a good time for conversations. You said: 'We've run out of limit on verbal promises, now we have to prove something to players with our actions.' So that's how it was: communication came after the product.
A
Adam Kiciński12:38
Yes, because what can you say besides 'I'm sorry' and that we will fix it, which we said immediately. Then you have to act, and that's what we focused on. We also communicated a lot with the market and investors, because they also expected it from us.
I
Interviewer13:02
This conversation is largely for investors, but I have in the back of my mind that a lot of gamers will watch it. That's the specificity of the brand; it's loved by millions of gamers. These interviews are often watched by gamers waiting for new DLC or title. Investors become a smaller proportion, maybe 20%. Many investors are gamers, and gamers are investors, so dividing these two groups seems unproductive. They are often the same people. However, there are media more directed to investors, and then the language is a bit stiffer and we talk about corporate-financial matters. And there are media read mainly by gamers, and then the discussion is more focused on the product and design.
A
Adam Kiciński13:41
That's true. For media directed to investors, the language is stiffer and we discuss corporate-financial matters. For media read mainly by gamers, the discussion is more focused on the product and design. Both groups matter to us.
I
Interviewer14:14
You mentioned in Rzeczpospolita in 2021 that Cyberpunk is the most complex project in the company's 27-year history. The launch taught us a lot, gave us a kick, motivated changes. I also asked people who make games: fixing a game that hasn't been released and isn't being played is in a sense easier than fixing it while players are already playing, because the process is different and sometimes it affects cost and time. Was it harder from that perspective?
A
Adam Kiciński14:47
To be honest, I don't know which is simpler. Certainly, fixes to a game that is already released must go through much more rigorous testing because every fix can break something else. There are many dependencies. You have to make sure that when you change something and put it into a patch, it doesn't break something else. That also happens when the game is not yet released, but then there is more room for further fixes. However, I won't say it's harder; it's just more rigorous. What was definitely a challenge in our case was that the team was very tired after the marathon, and right after the launch we said we wouldn't comment on anything. So the pace of work at the beginning was naturally slow, because it's hard to imagine a faster pace after such a marathon finished with a tenfold sprint. Also, when talking about Cyberpunk, people often refer to the last two, three, or four years of announcements, but the game was actually in full development from 2016. The time between the announcement in 2012 and the start of real work in 2016 was spent on conceptual work and moving the setting from 2020 to 2077. So the development time wasn't extraordinarily long.
I
Interviewer17:36
Now something for investors. They need numbers and more specifics. Can we estimate how much Cyberpunk ultimately cost? In early 2021 the total budget was 1.2 billion zloty, 315 million dollars for production and marketing. But later all the fixes we talked about also cost a lot. Could we sum that up and show how much the Cyberpunk you can play today in December 2022 cost?
A
Adam Kiciński18:23
We could probably do that, but we don't. We published the budget at the time of launch. Then we have ongoing costs for working on the game and the DLC. Maybe someday we will summarize it all after Phantom Liberty is released. But for now, we don't break it down or publish it quarterly. We don't want to emphasize how much we spend on fixing the game, because it's not small money. The most important thing is that we managed to bring the game to a completely different level. The almost two-year work of the team resulted in Cyberpunk regaining positive sentiment and higher ratings. From a business perspective, the goal is to have a product that we can sell for 10 years or more, like all Witcher games. We make games with very unusual life cycles for single-player games. The first Witcher has been selling at a similar level for 15 years year after year. I mean revenue, not units, because the price drops and more units are sold on promotion. So the business sense of our actions is to have a product that first fulfills its promise and that we are fully proud of, and also has a chance to be a solid basis for our results for many years.
I
Interviewer20:49
From a gamer's perspective, the research for these conversations is the most enjoyable because I played Cyberpunk before our talk to check all the fixes. It really feels like a completely different game than the one we saw at the start, in a positive sense. Players definitely notice all the recent improvements. But a lot changed in the timeline of how the product was supposed to look. Looking at the communications, it seems there was a lot of deliberation internally. There were supposed to be two major DLCs in 2021, then changes to 2022, and finally one DLC later. Why so many changes?
A
Adam Kiciński21:45
The multiplayer story is quite simple. After the launch, we concluded that making a large multiplayer for Cyberpunk after everything that happened was not the best idea. We needed to focus on the game first. Then we decided we prefer to approach multiplayer step by step and only in future products, not in Cyberpunk itself, especially since we later changed the engine. That made us think about multiplayer in games we will make on Unreal Engine, not going back to Red Engine's multiplayer tech which we abandoned. As for the DLCs, the story is different. It's closely tied to what happened right after the launch. First of all, we knew that for the first months or even longer after launch, we wouldn't be able to fully focus on DLCs because most of our focus was on the game. Some work continued, but it wasn't like with The Witcher 3 where we almost seamlessly went into Hearts of Stone and then Blood and Wine. So we concluded that the DLC would be delayed. First we knew there would be none in 2021. Then it became clear that if we want to deliver a really significant DLC—the first new release after Cyberpunk's premiere, a very important moment and test—we needed time. We decided to pack most of the ideas into one product and spend as much time as needed. Then additional factors prolonged the process: we started a deep transformation in the studio, changing work methodologies. That transformation, like any reconstruction, initially slows everything down. We began it in Q2 2021. Then the switch to Unreal Engine also introduced initial disruption. Plus, Cyberpunk is structurally much more complex than The Witcher. All this combined made the DLC development quite long. So in summary, there will be one DLC, very important for us, and we are preparing for a release next year.
I
Interviewer24:01
I think I understand what you mean. I remember the extremely positive reaction to the Witcher DLCs—how large and rich in content they were. It was a huge surprise to the market because many companies make DLCs just to squeeze out a few more dollars, not to give players an experience like a separate title.
A
Adam Kiciński24:25
That's exactly right. For us, the DLC for Cyberpunk is particularly important because it will be the first new release after Cyberpunk's premiere—a very significant moment, the first test. We concluded we need time, and we will pack a lot of ideas into one product. We are spending whatever time is necessary. The transformation of the studio and the switch to Unreal Engine also contributed to the length. But the DLC will be of high quality.
I
Interviewer27:47
Finishing the topic of Cyberpunk and moving on to how the company is changing with the already implemented strategy. There's a phenomenon known in game production for many years: after every premiere, a huge challenge for the company as an employer is the rotation of key employees. Many artists create their work and then want something completely new, so they start looking around. How was it after Cyberpunk in terms of experienced leaders leaving? Do you acquire new ones or do those who were one level below naturally become the new leaders?
A
Adam Kiciński28:40
If I were to generalize, I can only talk about numbers. After The Witcher 3, we had turnover at around 18% per year, nearly double the average during production, which was around 10%. That means the average tenure in the company is 8-10 years, which is quite long. Post-launch turnover is natural and in many cases not a bad phenomenon—creators sometimes need a change of environment, and sometimes it's good for them and for us if they return with new experiences. The post-launch moment is ideal for that. After Cyberpunk, we had a similar level of about 20%, which wasn't bad given the emotions in the company. However, the higher turnover extended into this year; the numbers are still quite high. That's not surprising because the transformation we are going through—a full switch to Agile—takes 3-4 years. Such transformations naturally push some people out. Additionally, we changed to Unreal Engine, which for some was a new circumstance they were less interested in. So this year's turnover is also somewhat elevated. But keep in mind we have a net addition of about 100 people this year—we are growing and want to continue growing. Turnover will always be at some level. We are also finalizing a new compensation system to be competitive globally, and we are asking shareholders to vote on a new stock option program.
I
Interviewer32:46
I also asked some people in HR and game production, and there's a fact that CD Projekt very efficiently absorbs talent from the market. Some smaller companies complain that when a promising person appears, you snatch them up quickly. Is that by design?
A
Adam Kiciński33:09
I'm glad to hear that. That is our role. But we are constantly working to make working conditions in our company very competitive. We are finalizing a new pay system to be implemented next year. Since it's not yet announced, I won't go into details, but we want to offer competitive rates from a global perspective. We also ask shareholders to approve a new stock option program, different from previous ones. We have had three programs since 2011, and we are currently in the third. We are on the verge of completing it.