Latest / The Game Business Show / CD Projekt Red: If you want a cost-driven development, you cannot make The Witcher 4
Transcript
- 0:00SPEAKER_00: We still believe there's ways to grow in terms of sales even.
- 0:03SPEAKER_00: If you look at the,
- 0:04SPEAKER_00: for example, GTA 5,
- 0:05SPEAKER_00: you know,
- 0:06SPEAKER_00: what they sold,
- 0:07SPEAKER_00: these are very different numbers to what we have achieved with Witcher 3
- 0:09SPEAKER_00: or Cyberpunk.
- 0:11SPEAKER_00: From like pure nerds being at the helm perspective,
- 0:13SPEAKER_00: we would love to do more because there's a lot of cool things we could do.
- 0:16SPEAKER_00: It's just there's a limit that we can do,
- 0:18SPEAKER_00: exactly to your point,
- 0:19SPEAKER_00: because if we go larger, we just, everything's gonna fall apart.
- 0:24SPEAKER_00: But I definitely wouldn't say this is a cost-driven development.
- 0:27SPEAKER_00: If you want to have a cost-driven development,
- 0:29SPEAKER_00: and that's a proper thing,
- 0:30SPEAKER_00: by the way,
- 0:30SPEAKER_00: that's a proper business thinking for a lot of games,
- 0:33SPEAKER_00: you cannot make a game like The Witcher 4.
- 0:36SPEAKER_00: By the way, I doubt if the development of GTA 6 was a cost-driven development.
- 0:40SPEAKER_00: I'm in fact 100% sure it wasn't.
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- 1:28SPEAKER_01: Speaking of which, let's get back to it.
- 1:31SPEAKER_01: This week's show is with CD Projekt's joint CEO Mikhail Nowakowski.
- 1:35SPEAKER_01: Now it was a big Gamescom for CD Projekt.
- 1:37SPEAKER_01: Not only did it announce before the show that Witcher 4 will be coming out in 2028,
- 1:41SPEAKER_01: it also It also showed the first trailer for the upcoming DLC
- 1:45SPEAKER_01: to its 11-year-old game,
- 1:46SPEAKER_01: The Witcher 3,
- 1:47SPEAKER_01: called Songs of the Past,
- 1:48SPEAKER_01: and it announced The Witcher 3 Remastered,
- 1:50SPEAKER_01: a game that's coming out next month on September 29th,
- 1:53SPEAKER_01: and is free for all former The Witcher 3 owners.
- 1:55SPEAKER_01: It's also coming to Switch 2 and Battle.net for Now CD Projekt has a lot going on.
- 2:00SPEAKER_01: It just switched engines to Unreal Engine so it can develop more games.
- 2:03SPEAKER_01: It's working on a new IP called Project Hado.
- 2:05SPEAKER_01: It's working on a sequel to Cyberpunk.
- 2:07SPEAKER_01: It's working on The Witcher 4.
- 2:08SPEAKER_01: It's working on a multiplayer game set in the Witcher universe.
- 2:10SPEAKER_01: It's also got a load of other small projects.
- 2:12SPEAKER_01: Hello Michal, welcome to The Game Business Show.
- 2:14SPEAKER_01: CD Projekt seem to be all over Gamescom this year.
- 2:16SPEAKER_01: The remaster of The Witcher 3 is generating so much noise.
- 2:18SPEAKER_01: But maybe I'm being naive.
- 2:41SPEAKER_01: Making it available for free to people who already own the game.
- 2:45SPEAKER_01: Surely they'd be happy to buy it.
- 2:46SPEAKER_01: And what was the thinking there?
- 2:48SPEAKER_01: Well, first of all,
- 2:48SPEAKER_00: hello.
- 2:49SPEAKER_00: Hello.
- 2:49SPEAKER_00: And thank you for having me here.
- 2:50SPEAKER_00: But I don't think it was ever a thought we even had.
- 2:54SPEAKER_00: It was never a question we ask ourselves.
- 2:57SPEAKER_00: The way we thought about it is like, it's an improvement.
- 2:59SPEAKER_00: It's sort of a scene on which we wanted to introduce Songs of the Past as well
- 3:05SPEAKER_00: when we felt, okay,
- 3:06SPEAKER_00: if we're coming back to the game after such a long time,
- 3:09SPEAKER_00: literally,
- 3:09SPEAKER_00: I remember we were like going deeper and deeper into the development of Songs of
- 3:14SPEAKER_00: the Past with Fulls Theory.
- 3:15SPEAKER_00: And we started chatting like, why don't we make the game more modern?
- 3:19SPEAKER_00: Like everything feels like it was developed like 10 years ago.
- 3:22SPEAKER_00: And that was really the beginning of the conversation.
- 3:25SPEAKER_00: And we said, well,
- 3:25SPEAKER_00: because it was developed actually more than 10 years ago because
- 3:28SPEAKER_00: the development wasn't just a minute, you know, before 2015.
- 3:30SPEAKER_00: Yeah, when it came out, yeah.
- 3:32SPEAKER_00: And we started chatting like, what could we do to improve it?
- 3:34SPEAKER_00: And it started like with small things like, okay, maybe let's fix this.
- 3:38SPEAKER_00: Maybe let's fix that.
- 3:39SPEAKER_00: And then it turned into this larger project
- 3:41SPEAKER_00: and we suddenly realized we actually have a remaster on our heads.
- 3:44SPEAKER_00: But coming back to your original commercial question, we never thought about this way.
- 3:47SPEAKER_00: Like the commercial bit of it is...
- 3:50SPEAKER_00: You know, the expansion, obviously.
- 3:52SPEAKER_00: But the game, we really felt this is the CDPR way to gift it to the players who already own it.
- 3:57SPEAKER_00: Of course, if you haven't, then you will have to purchase, you know, the game from scratch.
- 4:01SPEAKER_00: But then we tried to sweeten the deal for you by adding,
- 4:04SPEAKER_00: you know, two expansions into the whole package.
- 4:06SPEAKER_00: So it was just never a question we ask ourselves, to be honest.
- 4:10SPEAKER_01: Did you think you'll be releasing an expansion to The Witcher 3 12 years after it came out?
- 4:15SPEAKER_00: Depends on when.
- 4:16SPEAKER_00: When we took that decision, yes.
- 4:19SPEAKER_00: Obviously, no.
- 4:19SPEAKER_00: But seriously, for a long time, no.
- 4:22SPEAKER_00: We felt that The Witcher 3 is a closed book and we're never ever coming back to it.
- 4:26SPEAKER_00: But a couple of, you know, happy accidents happen.
- 4:29SPEAKER_00: Like, you know, We started a collaboration with Fool's Theory.
- 4:33SPEAKER_00: They were supposed to work on The Witcher 1 [Remake].
- 4:34SPEAKER_00: We realized that needs a little bit more time because
- 4:36SPEAKER_00: of certain technology dependencies with Witcher 4.
- 4:39SPEAKER_00: And then,
- 4:40SPEAKER_00: you know,
- 4:40SPEAKER_00: we actually had the idea for the third expansion a long time ago,
- 4:44SPEAKER_00: but it was,
- 4:44SPEAKER_00: you know,
- 4:44SPEAKER_00: in the drawer,
- 4:45SPEAKER_00: you know, And that led us to the answer, which was yes, let's give it a shot.
- 4:48SPEAKER_00: It sounds maybe crazy, but let's try and give Geralt one more ride.
- 5:15SPEAKER_00: That's where we are right now.
- 5:17SPEAKER_01: Is it still doing like five million copies every year, The Witcher 3, even now?
- 5:21SPEAKER_00: I wouldn't say it's doing every year,
- 5:22SPEAKER_00: but for sure I think that's the way you can look at it when you compare the number
- 5:26SPEAKER_00: from like the last year.
- 5:27SPEAKER_00: It did very well in the last period of time.
- 5:30SPEAKER_00: It really is fluctuating depending on a lot
- 5:32SPEAKER_00: of stuff like what's animating it outside of the game, the sales periods and so on.
- 5:37SPEAKER_00: But yes, it's true it did around five million copies last year.
- 5:41SPEAKER_01: When you've got a game,
- 5:41SPEAKER_01: it's not just that,
- 5:42SPEAKER_01: Cyberpunk's also doing, I think, maybe even more than that every year.
- 5:45SPEAKER_01: Does that take the pressure off, oh, we need to get The Witcher 4 done for this time?
- 5:50SPEAKER_01: Are you able to be a little bit more flexible with the timelines and things like that?
- 5:53SPEAKER_00: So, no,
- 5:54SPEAKER_00: we're not thinking about The Witcher 4 in a way like it has to be by XYZ or else,
- 5:59SPEAKER_00: you know, that's not the kind of pressure we're even allowing.
- 6:03SPEAKER_00: To be put on ourselves.
- 6:05SPEAKER_00: We want to be sure that the game is, you know, as good as we want it to be.
- 6:08SPEAKER_00: There's certain ambition, which is not small, behind that game.
- 6:12SPEAKER_00: And we want to be sure we get there.
- 6:14SPEAKER_00: And we take the time we need to get there.
- 6:16SPEAKER_00: So no, it doesn't take any pressure off.
- 6:19SPEAKER_01: It doesn't put any extra pressure,
- 6:20SPEAKER_01: but it doesn't
- 6:21SPEAKER_00: take any pressure off when it comes to the quality.
- 6:24SPEAKER_00: I mean, this is something that the team is always pursuing as the first thing.
- 6:27SPEAKER_01: But I just think back to...
- 6:29SPEAKER_01: I know, I've talked about it loads with you folks,
- 6:32SPEAKER_01: but Cyberpunk and the launch there,
- 6:34SPEAKER_01: and they felt like there was pressure to get that game out at that point,
- 6:37SPEAKER_01: and that had an impact upon what you had to do with your team,
- 6:39SPEAKER_01: and also had an impact, you know, the game wasn't quite right when it came out.
- 6:42SPEAKER_01: And I was just wondering if because these games just keep on selling and selling
- 6:45SPEAKER_01: and selling,
- 6:46SPEAKER_01: you're able to go,
- 6:46SPEAKER_01: well, if it's not ready, we can just, you know, punt it back a bit.
- 6:50SPEAKER_00: I think the situation was different in a way that,
- 6:53SPEAKER_00: first of all,
- 6:55SPEAKER_00: We were in a very peculiar moment in time as in this was the middle of the COVID
- 6:59SPEAKER_00: and honestly the way the tension builds within the team I think was
- 7:03SPEAKER_00: a little bit different than maybe if it wasn't the case.
- 7:06SPEAKER_00: I don't mean to, you know, Put it all on COVID and so on, but it was a factor for sure.
- 7:12SPEAKER_00: So what it does is like the team was getting exhausted in a different way.
- 7:17SPEAKER_00: There was a lot of factors.
- 7:18SPEAKER_00: Yes, there were people outside telling us you should launch already,
- 7:22SPEAKER_00: fans asking for the game to be launched.
- 7:25SPEAKER_00: But the team itself also wanted to push it out of the door
- 7:28SPEAKER_00: because it was really tiring at that moment in time.
- 7:31SPEAKER_00: And the decision to launch was for sure wrong, period.
- 7:34SPEAKER_00: There's no denying it.
- 7:37SPEAKER_00: There's no easy answer to,
- 7:38SPEAKER_00: you know, to like, I don't know, some magical investors or something like that.
- 7:41SPEAKER_00: I've read a lot of that in the internet telling us, you have to release now or else.
- 7:45SPEAKER_00: That was not the situation.
- 7:46SPEAKER_00: It was much more complicated, much more psychological, I would even say.
- 7:50SPEAKER_01: Oh, okay.
- 7:52SPEAKER_01: I didn't know that.
- 7:53SPEAKER_01: You're quite a big company now.
- 7:55SPEAKER_00: Yes and no.
- 7:56SPEAKER_00: I mean, we're trying to think as, I mean, okay,
- 7:58SPEAKER_00: we're not a small company,
- 7:59SPEAKER_00: we're not a startup,
- 8:01SPEAKER_00: we're independent as we're not depending on any other entity,
- 8:04SPEAKER_00: but I for sure wouldn't call us indie.
- 8:07SPEAKER_00: That would be for sure too far.
- 8:10SPEAKER_00: That would be a lie.
- 8:11SPEAKER_00: But we're of a certain size, for sure.
- 8:14SPEAKER_00: At the same time, we're still at heart trying to think exactly like we did.
- 8:19SPEAKER_00: So we're trying to all the time make sure that
- 8:22SPEAKER_00: a company doesn't lose its North Star,
- 8:25SPEAKER_00: its compass when it comes to both quality,
- 8:27SPEAKER_00: the way we try to service fans, the way we Want to tell our stories.
- 8:31SPEAKER_00: This is all vital to the success.
- 8:33SPEAKER_00: Like, in fact,
- 8:34SPEAKER_00: it's kind of like we have a little bit more toys to play with because of the size.
- 8:38SPEAKER_00: And we feel, we hope we'll be able to tell more and better stories because of that.
- 8:42SPEAKER_00: But we don't want to change the core of what's cool about the company
- 8:46SPEAKER_00: or what was cool about it, you know, when we were studying way back.
- 8:49SPEAKER_01: Well, because we had Conrad on the show a few months ago talking about,
- 8:52SPEAKER_01: obviously, his new game.
- 8:53SPEAKER_01: And he said that one of the reasons why he wanted to do Rebel Wars was
- 8:57SPEAKER_01: because he wanted to get back to being not a manager,
- 8:59SPEAKER_01: basically, and being part of a smaller team.
- 9:02SPEAKER_01: And I guess that's the challenge, isn't it?
- 9:03SPEAKER_01: When you get bigger and bigger and bigger,
- 9:05SPEAKER_01: because your games are getting bigger, you're being more ambitious.
- 9:07SPEAKER_01: You're one of the top game developers in the world.
- 9:09SPEAKER_01: That requires a certain amount of, you know, resource.
- 9:12SPEAKER_01: But also you want to somehow keep hold of what it is that makes CD Projekt special.
- 9:18SPEAKER_01: How do you...
- 9:19SPEAKER_01: How do you do that?
- 9:21SPEAKER_00: Can you?
- 9:22SPEAKER_00: Well, it is true in a way that the larger the development team is,
- 9:28SPEAKER_00: I think the whole process is for sure different,
- 9:31SPEAKER_00: which is, I think, not just true for development of games.
- 9:34SPEAKER_00: It's true for any team doing anything.
- 9:36SPEAKER_00: I mean, if it's 50 or 100 of you,
- 9:38SPEAKER_00: it's a very different story than if you're a 500 and then,
- 9:42SPEAKER_00: you know, another number like that's working externally with you.
- 9:44SPEAKER_00: It just changes a lot.
- 9:46SPEAKER_00: So I think for our team,
- 9:48SPEAKER_00: for the people working It changes a great deal in how they have to plan,
- 9:53SPEAKER_00: how they have to execute.
- 9:54SPEAKER_00: In fact,
- 9:54SPEAKER_00: Cyberpunk was a big reason for us to rethink how the production should be run,
- 9:59SPEAKER_00: how we should make sure we look at certain processes, milestone pickup.
- 10:04SPEAKER_00: Perhaps what is the toleration for some,
- 10:07SPEAKER_00: I don't know,
- 10:07SPEAKER_00: bugs spilling over from one milestone to the other,
- 10:11SPEAKER_00: creating technology depth,
- 10:12SPEAKER_00: you know,
- 10:12SPEAKER_00: a lot of stuff like that was our consideration right after the Cyberpunk launch.
- 10:15SPEAKER_00: And one of the first thoughts was like,
- 10:17SPEAKER_00: how do we rethink ourselves to make sure it doesn't happen again?
- 10:21SPEAKER_00: Or like minimizing the chances of anything even near like that.
- 10:25SPEAKER_00: So it is tough, but like...
- 10:28SPEAKER_00: Lots of procedures sounds like a bank,
- 10:29SPEAKER_00: I don't know,
- 10:30SPEAKER_00: but like lots of good procedures that actually make sense are beneficial to the team
- 10:35SPEAKER_00: and as little procedures that will actually make you slow down or like cut
- 10:38SPEAKER_00: on creative or cut on risk taking because risk taking is super important to us.
- 10:42SPEAKER_00: You may think, We're not taking risks anymore, but the company is taking risks all the time.
- 10:47SPEAKER_00: The team is taking risks all the time.
- 10:49SPEAKER_00: And we want to encourage people to take risks creatively because we don't want
- 10:53SPEAKER_00: to just build another Witcher 3 with just prettier something or better XYZ.
- 10:58SPEAKER_00: We want to create a new game that is going to be like,
- 11:01SPEAKER_00: oh, it's different, but it's actually better.
- 11:03SPEAKER_00: It's an improvement on what was there before.
- 11:05SPEAKER_00: Same with Cyberpunk and so on.
- 11:07SPEAKER_00: This is the ambition.
- 11:08SPEAKER_00: So we feel that if we stay in the same spot, We're no longer going to be growing.
- 11:13SPEAKER_00: And I don't mean growing in numbers.
- 11:15SPEAKER_00: I mean, growing as a,
- 11:17SPEAKER_00: you know, as human beings, as human beings that want to create something different.
- 11:21SPEAKER_01: And a reputation as the market leader, which means, you know,
- 11:23SPEAKER_00: you set the bar.
- 11:24SPEAKER_00: Thank you.
- 11:25SPEAKER_00: I mean, this is what we're trying to tell ourselves,
- 11:27SPEAKER_00: like set the bar, push the bar even further.
- 11:29SPEAKER_00: But, you know, I'm a big believer that you earned that with your last release.
- 11:33SPEAKER_00: So once we're going to launch and if we're going to be there, I'm happy to hear that from you.
- 11:38SPEAKER_01: But before we do that, that's, you know, Do you see yourself becoming a bigger company?
- 11:41SPEAKER_01: I know a lot of developers these days are doing outsourcing if they need
- 11:43SPEAKER_01: to scale up rather than expanding.
- 11:45SPEAKER_01: I mean, what's that for you?
- 11:47SPEAKER_00: Don't get me wrong, we still do outsource.
- 11:50SPEAKER_00: We work with a lot of partners.
- 11:52SPEAKER_00: Even the example of, you know, Songs of the Past is, you know, we work with Fool's Theory.
- 11:56SPEAKER_00: We work with EXOFT out of Hungary on the technology.
- 12:00SPEAKER_00: There's a lot of other partners, you know, involved here and there.
- 12:02SPEAKER_00: But I don't think we have a goal of growing to some crazy number.
- 12:06SPEAKER_00: I think the way we are thinking of growing is,
- 12:10SPEAKER_00: for sure, initially there was a plan to develop two games at the same time.
- 12:14SPEAKER_00: Well, at the same time, meaning...
- 12:16SPEAKER_00: Not launching,
- 12:16SPEAKER_00: you know,
- 12:17SPEAKER_00: back to back,
- 12:18SPEAKER_00: like we don't want to have Witcher 4 and then immediately right after,
- 12:21SPEAKER_00: you know, next month.
- 12:22SPEAKER_00: Cyberpunk 2, that's not going to happen, but like Witcher 4 is here in development.
- 12:26SPEAKER_00: Let's say it's almost ready to ship.
- 12:29SPEAKER_00: Cyberpunk is here and then we're At some point, we want to have the third.
- 12:33SPEAKER_00: Haydar, of course, is going to be the next one, and it's somewhere at the beginning.
- 12:36SPEAKER_00: It's already, you can call it development, but it's really early on.
- 12:40SPEAKER_00: And then, you know, this is done.
- 12:41SPEAKER_00: This goes here.
- 12:42SPEAKER_00: This goes here.
- 12:44SPEAKER_00: Another Witcher goes here.
- 12:45SPEAKER_00: This is more the way we're thinking,
- 12:46SPEAKER_00: but it's free, isolated teams with clear leadership, with clear vision.
- 12:51SPEAKER_00: And there's a certain capacity beyond which I think we cannot go if we want
- 12:55SPEAKER_00: to be sure that we deliver at a certain quality, at a certain level.
- 12:59SPEAKER_00: But we still believe there's ways to grow in terms of sales even.
- 13:03SPEAKER_00: If you look at,
- 13:04SPEAKER_00: for example, GTA V,
- 13:06SPEAKER_00: what they sold,
- 13:07SPEAKER_00: these are very different numbers to what we have achieved,
- 13:09SPEAKER_00: which are free or cyberpunk.
- 13:12SPEAKER_00: So if you look at them, there is still room for growth.
- 13:14SPEAKER_01: Oh, wow.
- 13:15SPEAKER_01: 65 million is not quite enough for you.
- 13:17SPEAKER_00: That's not what I'm saying.
- 13:18SPEAKER_00: No, I know.
- 13:18SPEAKER_00: I'm joking.
- 13:19SPEAKER_00: I mean, we're super happy with that.
- 13:20SPEAKER_00: But of course,
- 13:21SPEAKER_00: I'm just saying that if you're asking us from like
- 13:23SPEAKER_00: the pure business growth perspective, we can do more games.
- 13:27SPEAKER_00: Although I would not count on us being, I don't know, annual launch or something like that.
- 13:32SPEAKER_00: That's not going to happen.
- 13:33SPEAKER_00: And we can sell more if we do our job well.
- 13:37SPEAKER_01: Talking about three games internally,
- 13:38SPEAKER_01: but you've also got all these partner games that you're working on that you oversee.
- 13:41SPEAKER_01: Is there a risk maybe of overstretching or overextending?
- 13:44SPEAKER_00: You mean overstretching as in like stretching ourselves or like...
- 13:49SPEAKER_00: Maybe losing focus a little bit.
- 13:50SPEAKER_00: It's always the risk.
- 13:51SPEAKER_00: It's always the threat.
- 13:52SPEAKER_01: You know,
- 13:52SPEAKER_01: the amount of game companies I've spoken to over the years that decided,
- 13:55SPEAKER_01: oh, we're going to expand and we're going to make more games.
- 13:57SPEAKER_01: And then what happened was they ended up hurting the core games.
- 14:00SPEAKER_01: The new games didn't really work out.
- 14:01SPEAKER_01: They ended up refocusing around the core.
- 14:03SPEAKER_01: And so I'm always alert to that risk.
- 14:06SPEAKER_00: There is always a risk for sure.
- 14:08SPEAKER_00: And we actually...
- 14:10SPEAKER_00: I think kill a lot of ideas that we have and they will never happen
- 14:14SPEAKER_00: or maybe sometime in the future because we believe we cannot execute them at
- 14:18SPEAKER_00: a proper level
- 14:19SPEAKER_01: or with a proper focus.
- 14:20SPEAKER_00: So every collaboration,
- 14:22SPEAKER_00: every partnership we make or every development we make,
- 14:25SPEAKER_00: we go into that with the thought whether we can actually deliver on that,
- 14:29SPEAKER_00: whether we can support it or not.
- 14:32SPEAKER_00: There's definitely no partnerships which we would take,
- 14:34SPEAKER_00: even external,
- 14:36SPEAKER_00: especially external I would actually even say where we would just say,
- 14:40SPEAKER_00: Here's the Witcher or here's Cyberpunk.
- 14:41SPEAKER_00: Do whatever you want.
- 14:42SPEAKER_00: Like the important bit is for it to be, you know, tomorrow.
- 14:45SPEAKER_00: That's not going to happen.
- 14:46SPEAKER_00: Like every partnership we invest ourselves.
- 14:49SPEAKER_00: We invest our people being part of the process,
- 14:53SPEAKER_00: especially in the beginning,
- 14:54SPEAKER_00: making sure that the other side,
- 14:55SPEAKER_00: for example,
- 14:56SPEAKER_00: understands what the Witcher or what the Cyberpunk is overseeing those things.
- 15:01SPEAKER_00: We actually even have like a franchise team specifically working just on that,
- 15:07SPEAKER_00: just to make sure that,
- 15:08SPEAKER_00: for example, it is within the lore, it sticks to like the story continuation.
- 15:13SPEAKER_00: Continuum or the lore continuum,
- 15:15SPEAKER_00: that the visuals fall within what we think is fitting for,
- 15:19SPEAKER_00: you know, The Witcher or Cyberpunk and so on and on and on.
- 15:23SPEAKER_00: So a lot of scrutiny goes into that.
- 15:24SPEAKER_00: We could actually,
- 15:26SPEAKER_00: from like pure nerds being at the helm perspective,
- 15:30SPEAKER_00: we would love to do more because there's a lot of cool things we could do.
- 15:33SPEAKER_00: It's just there's a limit that we can do exactly to your point because
- 15:37SPEAKER_00: if we go larger witches, everything's going to fall apart.
- 15:40SPEAKER_01: The move to Unreal Engine,
- 15:41SPEAKER_01: that's part of this sort of making sure that,
- 15:43SPEAKER_01: you know, you can do multiple projects, right?
- 15:47SPEAKER_01: Isn't that part of the thinking behind that technology move?
- 15:50SPEAKER_00: Yes.
- 15:50SPEAKER_00: I mean, that was part of it because the thing with Red Engine was it was actually
- 15:55SPEAKER_00: a very good engine.
- 15:55SPEAKER_00: It was, we built it in the beginning because we did not see in the market Any engine
- 16:01SPEAKER_00: that was fitting for the kind of games we wanted to make,
- 16:04SPEAKER_00: which was open world, you know, choices and consequences, story driven.
- 16:08SPEAKER_00: We felt there was nothing that could actually deliver on that.
- 16:10SPEAKER_00: When we first had a glimpse of, you know, UE5 and what was...
- 16:15SPEAKER_00: What was the promise of what is going to be capable?
- 16:17SPEAKER_00: That was when we started thinking like,
- 16:19SPEAKER_00: what if we had a strategic partnership with guys like Epic who are going to be,
- 16:24SPEAKER_00: they're always by nature of what they do,
- 16:26SPEAKER_00: you know,
- 16:26SPEAKER_00: also Fortnite and all that,
- 16:27SPEAKER_00: they're always going to be taking care of like the foundation of what the engine is
- 16:31SPEAKER_00: and we can build our tools.
- 16:32SPEAKER_00: I'm super oversimplifying,
- 16:34SPEAKER_00: but we can build our tools specific to what we want to do and co-develop engine here
- 16:39SPEAKER_00: and there with them in some specific places.
- 16:42SPEAKER_00: And that's going to allow us to bring out more games.
- 16:45SPEAKER_00: Instead of with Red Engine,
- 16:46SPEAKER_00: what was the case,
- 16:47SPEAKER_00: we had to,
- 16:48SPEAKER_00: very few people know that actually,
- 16:49SPEAKER_00: but we had to build the engine from scratch for every game we made.
- 16:53SPEAKER_00: It's not like,
- 16:54SPEAKER_00: you know,
- 16:54SPEAKER_00: you were taking the Witcher 3 engine and then like,
- 16:57SPEAKER_00: you know, tweak it Here and there, and it was ready to run Cyberpunk.
- 17:01SPEAKER_00: You had to change so much, it's crazy.
- 17:03SPEAKER_00: So we found ourselves investing small years into first doing the technology,
- 17:08SPEAKER_00: and then in the end you were finding yourself developing technology next to
- 17:11SPEAKER_00: the development of the game.
- 17:12SPEAKER_00: As well,
- 17:13SPEAKER_00: which is always the case to some,
- 17:15SPEAKER_00: to some extent, of course, but like it was more so than we wished it to be.
- 17:19SPEAKER_00: So the idea was,
- 17:20SPEAKER_00: and of course, we're still ahead of proving whether that's going to be the case.
- 17:23SPEAKER_00: We believe, yes,
- 17:24SPEAKER_00: we believe we're on the right path and Epic's been a great partner so far
- 17:28SPEAKER_00: that we'll be able to deliver more by building foundation,
- 17:32SPEAKER_00: you know,
- 17:32SPEAKER_00: on Unreal Engine and then making more games like the switch from one game to
- 17:37SPEAKER_00: the other should be a little bit easier.
- 17:39SPEAKER_01: Are you confident you can still keep that uniqueness to your games,
- 17:43SPEAKER_01: even when using a more off-the-shelf engine like Unreal?
- 17:47SPEAKER_00: Honestly, yes.
- 17:48SPEAKER_00: I mean, that was a big question we were asking ourselves in the beginning because
- 17:52SPEAKER_00: the visuals,
- 17:52SPEAKER_00: pushing the envelope with,
- 17:53SPEAKER_00: you know,
- 17:54SPEAKER_00: how the games look, feel, the cinematic feel of it all was very, very important.
- 17:59SPEAKER_00: You could,
- 17:59SPEAKER_00: I think,
- 17:59SPEAKER_00: especially see that with,
- 18:00SPEAKER_00: you know, Cyberpunk, which was the last game, the last full game we launched.
- 18:05SPEAKER_00: And that was like a big question mark.
- 18:07SPEAKER_00: When we were in the R&D phase of thinking,
- 18:11SPEAKER_00: trying to think outside the box of whether UE5 is going to be a good fit or not,
- 18:15SPEAKER_00: we really asked ourselves all of these questions.
- 18:18SPEAKER_00: And the answer was,
- 18:19SPEAKER_00: in some cases, it's not yet, but together with Epic, we can bring it To that point.
- 18:25SPEAKER_00: And actually,
- 18:26SPEAKER_00: what we did with the tech demo,
- 18:29SPEAKER_00: as we called it,
- 18:30SPEAKER_00: Project Silver,
- 18:30SPEAKER_00: the one we dropped in Orlando during the Unreal Fest,
- 18:34SPEAKER_00: was a little bit of a showcase of how we're planning to get there.
- 18:38SPEAKER_00: So I know a lot of people when we made that switch were asking questions,
- 18:42SPEAKER_00: oh, they're going to be another Unreal-looking game.
- 18:45SPEAKER_00: There's a saying like that.
- 18:47SPEAKER_00: But I think we're not going to be.
- 18:48SPEAKER_00: I think we really are going to be able to differentiate ourselves.
- 18:52SPEAKER_00: People are going to feel this is the CDPR game still.
- 18:55SPEAKER_00: And, you know,
- 18:56SPEAKER_00: technology under the hood is actually going to be irrelevant to them from,
- 18:59SPEAKER_00: like, the pure fan perspective.
- 19:02SPEAKER_01: I don't even know if this is important to you.
- 19:03SPEAKER_01: Does it help speed up development in any way?
- 19:05SPEAKER_00: In the beginning, no, because you have to make a switch.
- 19:07SPEAKER_00: You have to change a lot of, you know, pipelines.
- 19:10SPEAKER_00: You have to switch people from, you know, you have to build tools from scratch.
- 19:14SPEAKER_00: You have those tools,
- 19:16SPEAKER_00: for example,
- 19:16SPEAKER_00: for quest building, for Red Engine, and you have to build it from ground.
- 19:20SPEAKER_00: You know, for UE5, that's a big shift.
- 19:24SPEAKER_00: But once you get into that and you build it for The Witcher and then you tweak it,
- 19:28SPEAKER_00: you know,
- 19:29SPEAKER_00: here and there actually tweaks are still not insignificant,
- 19:31SPEAKER_00: but still easier for,
- 19:33SPEAKER_00: you know,
- 19:34SPEAKER_00: for Cyberpunk,
- 19:34SPEAKER_00: between Cyberpunk and The Witcher,
- 19:36SPEAKER_00: then you're,
- 19:37SPEAKER_00: or I wouldn't say on the rails,
- 19:39SPEAKER_00: but you're definitely on a faster path than you were when we were making the,
- 19:43SPEAKER_00: you know, jumps from one engine to another between genres, actually, and the IPs.
- 19:49SPEAKER_01: I ask, because obviously a lot of AAA companies that we talk to,
- 19:53SPEAKER_01: not all of them,
- 19:53SPEAKER_01: but some of them,
- 19:54SPEAKER_01: they're trying to work out how to bring down that cost of development,
- 19:57SPEAKER_01: which is often how long the game takes to make really as people plus time.
- 20:01SPEAKER_01: I don't know if you have to worry too much about that,
- 20:03SPEAKER_01: but is it something that Is it a focus for you?
- 20:06SPEAKER_00: We are, of course, cost conscious.
- 20:07SPEAKER_00: It's not unimportant.
- 20:09SPEAKER_00: I mean, we're a business in the end,
- 20:10SPEAKER_00: so I would lie if I said that it doesn't matter how much the game costs, but I,
- 20:17SPEAKER_00: to be honest,
- 20:19SPEAKER_00: the first thing we We always look at is whether the quality we're meeting is there
- 20:23SPEAKER_00: and period,
- 20:25SPEAKER_00: whether we're meeting the expectations of what the fans are expecting from
- 20:28SPEAKER_00: the next installment of The Witcher or not.
- 20:29SPEAKER_00: This is like the dominant thing we're looking at.
- 20:32SPEAKER_00: So I definitely wouldn't put cost in the number one position, as weird as it may sound.
- 20:38SPEAKER_00: We're still cost conscious.
- 20:39SPEAKER_00: We're still trying to make sure we're keeping within the boundaries.
- 20:43SPEAKER_00: Or if it's exceeding, then we sit down and think what it means for everything pretty much.
- 20:49SPEAKER_00: But I definitely wouldn't say this is a cost-driven development.
- 20:53SPEAKER_00: If you want to have a cost-driven development,
- 20:54SPEAKER_00: and that's a proper thing,
- 20:55SPEAKER_00: by the way,
- 20:57SPEAKER_00: that's a proper business thinking for a lot of games,
- 21:00SPEAKER_00: you cannot make a game like The Witcher 4.
- 21:02SPEAKER_00: By the way, I doubt if the development of GTA 6 was a cost-driven development.
- 21:07SPEAKER_00: I'm in fact 100% sure it wasn't.
- 21:09SPEAKER_00: I think the philosophy might be very similar
- 21:11SPEAKER_01: in many ways.
- 21:12SPEAKER_01: I'll change the subject a little bit because the last thing I've been playing
- 21:16SPEAKER_01: from CD Projekt has been Cyberpunk on Switch 2.
- 21:19SPEAKER_01: All right.
- 21:20SPEAKER_01: Which I thought was a remarkable job.
- 21:22SPEAKER_01: Thank you.
- 21:23SPEAKER_01: But I don't know, I don't know what success looks like for that game.
- 21:25SPEAKER_01: For the Switch, you mean?
- 21:26SPEAKER_01: Yeah, the Switch 2 version, yeah.
- 21:28SPEAKER_00: The success, well,
- 21:29SPEAKER_00: we were the best-selling third-party game on Switch for a while,
- 21:34SPEAKER_00: I think, when we launched.
- 21:35SPEAKER_00: In fact,
- 21:36SPEAKER_00: we were overselling uh quite a few nintendo games uh their own games uh with
- 21:42SPEAKER_00: the exception of course of mario kart which was a mario mario kart b
- 21:47SPEAKER_00: and c it was also bundled with consoles so yeah and
- 21:50SPEAKER_00: and quite deservedly I mean this is this is an awesome game
- 21:53SPEAKER_01: yeah but uh
- 21:55SPEAKER_00: I think
- 21:56SPEAKER_00: that was a success on its own.
- 21:57SPEAKER_00: We were very happy,
- 21:59SPEAKER_00: by the way,
- 21:59SPEAKER_00: with the sales numbers on the platform, made the money on it, broke even.
- 22:04SPEAKER_00: We're in the positive.
- 22:06SPEAKER_00: It is a peculiar platform because it's,
- 22:08SPEAKER_00: you know,
- 22:09SPEAKER_00: it was at its launch moment,
- 22:10SPEAKER_00: so the install base was not as huge, so we never expected numbers of, I don't know.
- 22:14SPEAKER_01: Steam or something like that.
- 22:15SPEAKER_00: But we did very well.
- 22:16SPEAKER_00: And actually the game continues to sell.
- 22:18SPEAKER_00: We're happy.
- 22:19SPEAKER_00: And the most important bit is that, you know, the players are happy.
- 22:23SPEAKER_00: I believe Nintendo was very happy as well.
- 22:24SPEAKER_00: Everything we heard from them was, you know, was praised.
- 22:27SPEAKER_00: They were also, you know, very impressed with how the game performed on the hardware.
- 22:33SPEAKER_00: You know, the special features of Cyberpunk on Switch 2 and so on.
- 22:38SPEAKER_00: You know, wait and see for The Witcher now.
- 22:41SPEAKER_01: Oh, yeah.
- 22:41SPEAKER_01: I looked at it and I thought, it's gonna be, you've got, not so much concern about Cyberpunk.
- 22:45SPEAKER_01: I can see Nintendo were pushing it a lot as well and it looked amazing.
- 22:48SPEAKER_01: But, you know, you've got Mario Kart bundled with it.
- 22:50SPEAKER_01: If you've got the Zelda games, they're nicely upgraded and improved.
- 22:53SPEAKER_01: A bunch of games that were upgraded and improved.
- 22:55SPEAKER_01: It's backwards compatible, unlike the Switch one.
- 22:57SPEAKER_01: And there's all that kind of stuff that I thought probably might impact the amount
- 23:01SPEAKER_01: of games people buy.
- 23:02SPEAKER_01: But it was good to see, glad to hear it's done well.
- 23:05SPEAKER_00: This was a bit of a test for us because this was literally the first time ever
- 23:08SPEAKER_00: for us to be on the platform day to day long.
- 23:10SPEAKER_00: So we kind of didn't know what to expect.
- 23:12SPEAKER_00: But we liked the hardware so much and,
- 23:14SPEAKER_00: you know,
- 23:14SPEAKER_00: the pitch that Nintendo had overall for the whole ecosystem that we decided
- 23:18SPEAKER_00: to give it a shot.
- 23:19SPEAKER_00: And I think it paid off.
- 23:20SPEAKER_00: We're happy.
- 23:21SPEAKER_01: Well, you're generally very in with the platform holders,
- 23:24SPEAKER_01: Nintendo and PlayStation and Xbox,
- 23:27SPEAKER_01: but they're having a bit of a troubled time at the moment.
- 23:30SPEAKER_01: We've seen the prices rising as a result of all of the component shortages.
- 23:35SPEAKER_01: Sales are falling towards the end of the cycle.
- 23:38SPEAKER_01: And there's gossip around the delay for the next generation, though.
- 23:40SPEAKER_01: How are you feeling about consoles?
- 23:42SPEAKER_01: Are you worried?
- 23:43SPEAKER_00: I'm not worried.
- 23:44SPEAKER_00: I mean, of course, I'm not a specialist on the business.
- 23:46SPEAKER_00: I never run, you know, a console business, probably never will.
- 23:50SPEAKER_00: So we're only watching as the participants of the market, you know, on the sidelines, so to say.
- 23:54SPEAKER_00: Of course.
- 23:54SPEAKER_00: And of course, you know, all you said is true.
- 23:57SPEAKER_00: You know,
- 23:57SPEAKER_00: I think from the hardware manufacturer perspective,
- 24:00SPEAKER_00: you know,
- 24:00SPEAKER_00: the rising prices of memory are a big issue for everybody,
- 24:04SPEAKER_00: to be honest, for PlayStation, Xbox, and Nintendo as well.
- 24:09SPEAKER_00: And it's objective.
- 24:10SPEAKER_00: I mean, it is what it is.
- 24:13SPEAKER_00: I think consoles are still necessary as the market participants to kind of broaden
- 24:20SPEAKER_00: the audience on the casual or semi-casual level.
- 24:24SPEAKER_00: I think it's important.
- 24:25SPEAKER_00: I mean, there's something for everyone.
- 24:28SPEAKER_00: I think actually in many ways we live in days when gaming is the most accessible in
- 24:33SPEAKER_00: the Every possible way as it ever was.
- 24:35SPEAKER_00: If you go back to like 80s,
- 24:37SPEAKER_00: you know,
- 24:37SPEAKER_00: and try to plug in your ZX81 or something like that,
- 24:40SPEAKER_00: or Atari 800,
- 24:42SPEAKER_00: 2600 console or something,
- 24:44SPEAKER_00: you know,
- 24:44SPEAKER_00: it was a very different experience,
- 24:46SPEAKER_00: especially the computer as to what it is right now with just plug and play consoles
- 24:50SPEAKER_00: and what they are capable of.
- 24:52SPEAKER_00: So I think it's important for broadening of the audience to have an easy to plug in
- 24:57SPEAKER_00: and enjoy, you know, gaming from the get go box.
- 25:02SPEAKER_00: So I'm a big believer that I'm going to weather the storm.
- 25:05SPEAKER_00: But like the pricing, this is the objective challenge.
- 25:09SPEAKER_00: And what are the rumors?
- 25:12SPEAKER_00: We hear them just as you did, you know, of the next gen being delayed.
- 25:17SPEAKER_00: We hear them.
- 25:17SPEAKER_00: I don't know if they're true or not.
- 25:19SPEAKER_01: Does it matter to you?
- 25:20SPEAKER_01: Does it make a difference?
- 25:21SPEAKER_00: Well, the way we look at it is we... How we reach the gamers is a little bit irrelevant.
- 25:28SPEAKER_00: It's the content that is important and we believe that if the content is the king
- 25:31SPEAKER_00: and if the content is right, people will find a way to play it.
- 25:36SPEAKER_00: So, you know, if when we launch PS5, you know, Xbox Series XS, you know, and...
- 25:47SPEAKER_00: What people are playing the games on, we're going to be there.
- 25:50SPEAKER_00: We're going to try and find a business model that's going to work
- 25:53SPEAKER_00: for us commercially,
- 25:54SPEAKER_00: that's going to be fine for the players,
- 25:55SPEAKER_00: that's going to make them fine with what they paid for,
- 25:58SPEAKER_00: how they paid for it and so on.
- 26:00SPEAKER_00: That's it.
- 26:01SPEAKER_00: I mean, if you ask the dev team,
- 26:04SPEAKER_00: they will always, always have an answer that's going to be simple.
- 26:07SPEAKER_00: Give us as much power as we can because we want to show the best stuff.
- 26:10SPEAKER_00: That's the way they're wired.
- 26:13SPEAKER_00: But then again, they're also realistic.
- 26:14SPEAKER_00: They know what's in the market.
- 26:17SPEAKER_00: And that might sometimes,
- 26:19SPEAKER_00: if something gets delayed,
- 26:20SPEAKER_00: like the next gen,
- 26:20SPEAKER_00: if this is really the case,
- 26:22SPEAKER_00: it could be the case that some of the ideas they had might be put on the shelf
- 26:27SPEAKER_00: and left for something that's in the future.
- 26:28SPEAKER_00: But I guess that's just the reality.
- 26:31SPEAKER_00: We have to adjust.
- 26:32SPEAKER_00: We're not worried about the commercial side of it.
- 26:35SPEAKER_00: I think consoles are here to stay.
- 26:37SPEAKER_00: I'm a big believer.
- 26:38SPEAKER_01: I am too.
- 26:38SPEAKER_01: Actually, Matthew Bromberg from Unity was on our show last week, and he said...
- 26:43SPEAKER_00: I know him.
- 26:44SPEAKER_00: Yeah, and he made a whole thing about, yes,
- 26:46SPEAKER_01: console's going through a hard time at the moment.
- 26:47SPEAKER_01: Some of it is the pricing,
- 26:48SPEAKER_01: some of it is the Roblox generation upgrade into console, some of that.
- 26:52SPEAKER_01: But really, it comes down to games.
- 26:53SPEAKER_01: Yes.
- 26:54SPEAKER_01: And hopefully the pricing's temporary and that sold itself over time.
- 26:57SPEAKER_01: I seriously hope so, yes.
- 26:58SPEAKER_01: And then you've got, if you,
- 27:00SPEAKER_01: you know, people make some amazing console games, people will come out and buy them.
- 27:03SPEAKER_01: You know,
- 27:04SPEAKER_01: we've had this amazing year at cinema where everyone's going to the cinema again
- 27:07SPEAKER_01: and it turned out that All you needed to do was give people a reason to go to
- 27:10SPEAKER_01: the cinema.
- 27:10SPEAKER_00: I was actually going to literally say that.
- 27:12SPEAKER_00: I used that in some conversation today.
- 27:14SPEAKER_00: That's, uh, look at, you know, at the Odyssey.
- 27:16SPEAKER_00: You have the right story told in the right way, done in the right way.
- 27:22SPEAKER_00: And then you suddenly have people show up in huge numbers and break the records.
- 27:25SPEAKER_00: And, uh, you know, suddenly all the people who are saying, you know, cinema is dead.
- 27:29SPEAKER_00: I'm like, okay, then what about that?
- 27:31SPEAKER_01: Even if you go beyond, below that billion dollar level.
- 27:34SPEAKER_00: No, of course, I use the most extreme example, of course, you know.
- 27:36SPEAKER_01: Even like Wuthering Heights,
- 27:37SPEAKER_01: which did,
- 27:38SPEAKER_01: I'm also, I wasn't a massive fan of that film, but it did very, very well.
- 27:42SPEAKER_01: And it's a gothic romance.
- 27:43SPEAKER_01: And then you've got horror movies doing extremely well.
- 27:46SPEAKER_01: Mary, and all of these, it just, anyway, we're not here talking about film.
- 27:49SPEAKER_00: I mean, it's all about making a game that's a great game,
- 27:53SPEAKER_00: has its audience, makes sense budget-wise.
- 27:56SPEAKER_00: I mean, like, spend what you're aiming for is another thing.
- 27:59SPEAKER_00: And then, of course, discoverability can be a massive issue.
- 28:03SPEAKER_00: I think this is the biggest challenge in the video games right now, if you ask me.
- 28:06SPEAKER_00: That's, like, probably the biggest problem of 95% of the market.
- 28:11SPEAKER_00: Maybe, like a lot of people in the market, for sure, this is an issue.
- 28:16SPEAKER_01: I'm asked a question that's a risky question.
- 28:18SPEAKER_01: The Witcher 4 coming in 2028, right?
- 28:21SPEAKER_01: Right.
- 28:21SPEAKER_01: That means apparently you're not going to be able to have a disc version on PlayStation 5.
- 28:25SPEAKER_00: We don't know what's going to be the case.
- 28:28SPEAKER_00: We know what PlayStation has announced.
- 28:29SPEAKER_00: I mean, we have no influence on the policies of the first parties, to be honest.
- 28:35SPEAKER_00: The discs for the first parties, including PlayStation, have to be manufactured in their own.
- 28:42SPEAKER_00: So if they stop manufacturing indeed by 2028, then yes.
- 28:46SPEAKER_00: But what we're focusing on, we're big fans of people having access to
- 28:54SPEAKER_00: Tangible, collectible things.
- 28:56SPEAKER_00: We're nerds ourselves and we like that.
- 28:58SPEAKER_00: We always supported that.
- 28:59SPEAKER_00: So whatever is the case, we're going to be for sure having a box.
- 29:03SPEAKER_00: We're going to have a box that's going to have some, you know, some feelies in it.
- 29:07SPEAKER_00: Something that's going to,
- 29:08SPEAKER_00: you know, be something you're going to be wanting to open up and enjoy.
- 29:11SPEAKER_00: Yeah, yeah.
- 29:12SPEAKER_00: But we have no influence actually on what
- 29:15SPEAKER_00: is the case here.
- 29:16SPEAKER_01: No, because I know you love physical because that's what we did with the Switch 2 version.
- 29:19SPEAKER_01: I know all the fancy speclets editions you got.
- 29:22SPEAKER_01: But I'm kind of like, I'm not, Maybe it's just me personally.
- 29:25SPEAKER_01: I'm not necessarily too worried about the lack of a disc or not.
- 29:28SPEAKER_01: But I do like to have, I've got the Resident Evil Requiem watch on.
- 29:31SPEAKER_01: I do like to have a physical item.
- 29:32SPEAKER_01: That's just my own perspective.
- 29:35SPEAKER_01: I was going to ask actually though, changing the subject.
- 29:37SPEAKER_01: I asked this question before, many years ago, but I've not asked it since.
- 29:40SPEAKER_01: You've got the TV shows, The Witcher and the Edgerunners.
- 29:45SPEAKER_01: How much of an impact, how significant is that now?
- 29:48SPEAKER_01: I mean, I know that's not just you, but it's like it's impacting your games.
- 29:51SPEAKER_01: How significant is that now?
- 29:54SPEAKER_00: You mean like right now, this very moment?
- 29:55SPEAKER_00: Yeah, yeah.
- 29:56SPEAKER_00: So this very moment, not much because there's no new season or...
- 30:04SPEAKER_00: And there's an important difference, like The Witcher show,
- 30:11SPEAKER_00: we're not tied to that in any way.
- 30:13SPEAKER_00: I mean, this was the show that's been done between Andrzej Sapkowski and
- 30:19SPEAKER_00: the deal he had signed with Netflix, so we're not really involved in that.
- 30:23SPEAKER_00: We did exchange some Easter eggs and stuff like that, but that's not our doing, so to say.
- 30:28SPEAKER_00: We did, however, benefit for sure when the show launched.
- 30:31SPEAKER_00: We did see the spike of interest,
- 30:33SPEAKER_00: especially around the season one of people coming in and checking out the game,
- 30:37SPEAKER_00: buying it and so on.
- 30:39SPEAKER_00: With animation and with cyberpunk in general,
- 30:41SPEAKER_00: this is a little bit of a different story because we control the TV,
- 30:44SPEAKER_00: film, animation rights ourselves.
- 30:46SPEAKER_00: So we orchestrated Edrunners and the upcoming Edrunners releasing on Netflix
- 30:51SPEAKER_00: on October 20th, as far as I recall.
- 30:54SPEAKER_00: That actually had a massive impact as well.
- 30:56SPEAKER_00: We saw a big surge of sales for when we combined it because we did it so that we had
- 31:03SPEAKER_00: a patch with items and elements and some teeny tiny,
- 31:07SPEAKER_00: you know, quests a bit from related to the Adronis TV show.
- 31:10SPEAKER_00: You know,
- 31:11SPEAKER_00: we put it in the game and that created like this perfect moment,
- 31:14SPEAKER_00: I think, for the fans.
- 31:15SPEAKER_00: You know, we're fans of things ourselves and we know...
- 31:19SPEAKER_00: That's why it was very important for us with The Edge Runners that the show is
- 31:22SPEAKER_00: of really top quality and we were very
- 31:36SPEAKER_00: I
- 31:41SPEAKER_00: mean, it's not just, you know, we put it out there and it's there.
- 31:45SPEAKER_00: It has meaning both for the fans because they enjoy it
- 31:47SPEAKER_00: and it actually creates some commercial, you know, feedback as well.
- 31:51SPEAKER_01: Well, with games taking so long to make,
- 31:53SPEAKER_01: I imagine it also Allows you to,
- 31:56SPEAKER_01: you know, keep providing stories and moments for fans.
- 31:59SPEAKER_01: No, no, no.
- 31:59SPEAKER_00: I mean, we're all, exactly.
- 32:00SPEAKER_00: I mean, we're all about creating those moments, you know.
- 32:03SPEAKER_00: In fact,
- 32:04SPEAKER_00: I don't think we thought about it this way exactly,
- 32:06SPEAKER_00: but because of how we were doing that,
- 32:08SPEAKER_00: I was told by someone not so long ago that you guys are kind of live operating
- 32:12SPEAKER_00: a single player game.
- 32:14SPEAKER_00: And I laughed a little bit, but I was like, actually, that person has a point.
- 32:18SPEAKER_00: I mean, we are kind of doing that.
- 32:19SPEAKER_00: I just never thought about it this way.
- 32:21SPEAKER_00: But we create those moments and you bring in new people,
- 32:25SPEAKER_00: new cohorts of people who are not maybe,
- 32:27SPEAKER_00: or forgot about the game, but it reminded them of that and come and check it out.
- 32:33SPEAKER_00: And, you know, we have new people enjoying the game.
- 32:35SPEAKER_01: Yeah, and you do it slightly differently to someone like maybe IO Interactive,
- 32:38SPEAKER_01: which obviously have their little challenges they put in the game all the time,
- 32:41SPEAKER_01: but it's a single-player game, Hitman.
- 32:42SPEAKER_01: And maybe even No Man's Sky, which I guess is an element to it.
- 32:45SPEAKER_01: Those games that are living on and on and on,
- 32:47SPEAKER_01: they keep performing really well, they keep selling, they keep appealing to people.
- 32:50SPEAKER_01: They're sort of a weird single-player-as-a-service sort of thing that's happening.
- 32:55SPEAKER_01: I don't mean that in a sort of grubby way.
- 32:57SPEAKER_01: I mean that in a very, you're just keeping it alive.
- 32:59SPEAKER_01: And that's how you have someone like The Witcher 3,
- 33:01SPEAKER_01: you know,
- 33:02SPEAKER_01: 12 years in getting, well,
- 33:03SPEAKER_01: 11 years at the moment, but 12 years when the DLC drops, it's still getting updated.
- 33:07SPEAKER_01: That's true.
- 33:08SPEAKER_01: It's remarkable.
- 33:09SPEAKER_01: I'm going to ask one final question.
- 33:11SPEAKER_01: And it's very, I ask this every time, but you kind of may have answered it earlier on.
- 33:14SPEAKER_01: So, but it is, where would you like to see CD Projekt in Should I say five or ten years?
- 33:21SPEAKER_00: Well, honestly,
- 33:23SPEAKER_00: we actually have a plan that's a ten-year plan and we kind of update it internally
- 33:30SPEAKER_00: on a rolling basis.
- 33:32SPEAKER_00: Of course, you know, I'd say the nearest five years is kind of specific.
- 33:37SPEAKER_00: The further away you go from that, it's a little bit more of a guessing game, I would say.
- 33:41SPEAKER_00: Yeah.
- 33:42SPEAKER_00: We definitely want to be a company that is able
- 33:44SPEAKER_00: to successfully launch two big games,
- 33:47SPEAKER_00: like work on them at the same time,
- 33:49SPEAKER_00: kind of like what I was saying, you know, before and launch them successfully.
- 33:53SPEAKER_00: And, you know, to the point that fans really think these are worth being you.
- 33:59SPEAKER_00: We want to be the company that is also growing its entertainment footprint in terms
- 34:05SPEAKER_00: of like animation and TV shows that are executed at the top notch level
- 34:09SPEAKER_00: and are not seen as like, oh,
- 34:11SPEAKER_00: they just slapped a license on it and,
- 34:15SPEAKER_00: you know,
- 34:16SPEAKER_00: We shot a movie or TV series and it's there and then it's forgotten,
- 34:19SPEAKER_00: but it becomes a classic of a genre on its own.
- 34:22SPEAKER_00: This is for sure a desire.
- 34:23SPEAKER_00: Same thing for comic books or whatever else we do in
- 34:27SPEAKER_00: the pop culture location-based entertainment.
- 34:29SPEAKER_00: We like to be in all these.
- 34:31SPEAKER_00: All of these things to be worthy on their own.
- 34:35SPEAKER_00: But the key thing is,
- 34:36SPEAKER_00: of course,
- 34:36SPEAKER_00: games like being able to launch two free games
- 34:41SPEAKER_00: within certain relatively short period of time.
- 34:45SPEAKER_00: Again, I don't mean year by year.
- 34:46SPEAKER_00: That's never going to be the goal.
- 34:48SPEAKER_00: It's for sure where we just would like to tell more cool stories to the people,
- 34:53SPEAKER_00: given the time,
- 34:54SPEAKER_00: you know,
- 34:54SPEAKER_00: on this earth we have,
- 34:55SPEAKER_00: which sounds very philosophically ingrained, but that's actually true.
- 34:59SPEAKER_01: Well, if you only make one game at a time, you haven't got that many left in you, right?
- 35:04SPEAKER_00: That was actually big thinking,
- 35:05SPEAKER_00: you know,
- 35:05SPEAKER_00: when we were sitting down and talking, like,
- 35:07SPEAKER_00: everybody has a biology,
- 35:08SPEAKER_00: you know,
- 35:09SPEAKER_00: built into them,
- 35:09SPEAKER_00: and we were like,
- 35:10SPEAKER_00: if we keep doing things the way we do it,
- 35:12SPEAKER_00: and we have ideas,
- 35:13SPEAKER_00: we have a lot of ideas,
- 35:14SPEAKER_00: we're going to make only XYZ because we're going to,
- 35:17SPEAKER_00: before we're going to retire or, like, naturally retire, you know, from this place.
- 35:22SPEAKER_00: So how can we do more but not compromise on the quality?
- 35:26SPEAKER_00: This was, like, the predominant thought.
- 35:28SPEAKER_00: And then we started thinking, okay, so what's the business around that?
- 35:30SPEAKER_00: But I was like, really at the beginning, how can we do more, but at a quality?
- 35:34SPEAKER_00: So this is my biggest wish.
- 35:36SPEAKER_00: I'd like us to look back and say, okay, we did it.
- 35:38SPEAKER_00: We told,
- 35:40SPEAKER_00: I don't know, two,
- 35:40SPEAKER_00: three stories instead of just one within that moment,
- 35:43SPEAKER_00: and all of them were top-notch.
- 35:45SPEAKER_01: Thank you for coming, joining us on the show.
- 35:47SPEAKER_01: Good luck with the DLC launch and the remaster launch and the, and the Witcher 4, all of that.
- 35:53SPEAKER_01: You say not every year, but here we are.
- 35:55SPEAKER_00: There's quite a few things coming up, yes.
- 35:57SPEAKER_00: And we still have some cards up our sleeve going forward.
- 36:00SPEAKER_00: Cannot comment on exactly details, but we like teasing people.
- 36:04SPEAKER_01: Brilliant.
- 36:05SPEAKER_01: Well, thank you so much for your time and good luck with it.
- 36:07SPEAKER_01: Thank you.
- 36:08SPEAKER_01: That's it for today's episode of The Game Business Show.
- 36:10SPEAKER_01: Thank you to Mikael there for joining us.
- 36:12SPEAKER_01: We'll be back with more news, analysis, insight and interviews in the days and weeks ahead.
- 36:16SPEAKER_01: You know,
- 36:17SPEAKER_01: if you want to make sure you don't miss an episode,
- 36:19SPEAKER_01: you just need to go to thegamebusiness.com,
- 36:20SPEAKER_01: put in your email address and every single time we do a new show,
- 36:23SPEAKER_01: you will get an email about it.
- 36:25SPEAKER_01: But that's it for us today.
- 36:28SPEAKER_01: Until next time, thank you for tuning in.
- 36:32SPEAKER_01: What is the greatest RPG that isn't a CD Projekt RPG?
- 36:37SPEAKER_00: There's two ones which I would put for different reasons.
- 36:41SPEAKER_00: One is Skyrim, which I had a lot of fun with because of its sandbox.
- 36:45SPEAKER_00: It's a very non-city project game.
- 36:46SPEAKER_00: Emphasis and story is in a very different spot than with our games,
- 36:49SPEAKER_00: but I had a lot of fun with it.
- 36:51SPEAKER_00: And the other one, which Here's a cult favourite.
- 36:54SPEAKER_00: If you could be the CEO of any other company, it doesn't have to be games, what would it be?
- 37:14SPEAKER_00: That's interesting.
- 37:15SPEAKER_00: I've always loved space exploration and interesting facts and trivia about...
- 37:20SPEAKER_00: In fact,
- 37:20SPEAKER_00: when I was a kid,
- 37:21SPEAKER_00: I was hoping we're going to be,
- 37:22SPEAKER_00: you know, by this time, pretty much, you know, based on the moon, based on Mars.
- 37:27SPEAKER_00: So I think it's a kid in me speaking.
- 37:29SPEAKER_00: I would say SpaceX,
- 37:30SPEAKER_00: not because I have some humongous knowledge of how to run a space rocket company.
- 37:34SPEAKER_00: PC or console?
- 37:35SPEAKER_00: I don't have the division in my head, because I play on everything.
- 37:40SPEAKER_00: I find myself playing some games more on the PC,
- 37:43SPEAKER_00: and then there's some games I'm going to play on the PlayStation,
- 37:47SPEAKER_00: some stuff I'm going to play on Xbox,
- 37:48SPEAKER_00: and there's a lot of stuff I play, especially with my children.
- 37:50SPEAKER_00: I've got three boys on Switch.
- 37:53SPEAKER_00: I genuinely couldn't choose.
- 37:54SPEAKER_01: What is the greatest album of all time?
- 37:57SPEAKER_00: I'm not sure if it's the greatest,
- 37:57SPEAKER_00: but the one that sits in my heart is the Blood Sugar Sex Magic
- 38:01SPEAKER_00: from Red Hot Chili Peppers.
- 38:03SPEAKER_00: Oh, really?
- 38:03SPEAKER_00: I just have, like, super fond memories of that
- 38:06SPEAKER_01: moment in my life.
- 38:07SPEAKER_01: If you could make a game based on any IP in the world,
- 38:11SPEAKER_01: this is you personally, not let's say CD Projekt, what would it be?
- 38:15SPEAKER_00: I would probably go for Dungeons & Dragons.
- 38:17SPEAKER_00: I'm a big D&D fan since forever and that would be my choice.
- 38:22SPEAKER_00: Actually,
- 38:22SPEAKER_00: if we went deeper with the top games we played,
- 38:25SPEAKER_00: the previous question,
- 38:27SPEAKER_00: I would move towards the boulders gates, planescapes of this world.