Debunking some narratives, why Witcher 4 will be incredible and a message to the fans.

TLDR: Don't believe in fake narratives; ignore them and don't give them power. CDPR is stronger than ever, so let them cook. Be happy we have a game to be excited for.

We unfortunately live in times where false narratives and fearmongering against something you don't like for arbitrary reasons are a thing. So I've taken the time to debunk some of those claims and explain how and why they don't even make sense to begin with.

Starting with the most common one, "Everyone who made the Witcher 3 has left the studio; therefore, Witcher 4 will suck."

First up, those who did leave did so many years ago and weren't part of Cyberpunk's comeback or Phantom Liberty's creation. It's certain that whoever is at CDPR right now is capable of greatness regardless of if they worked on W3 or not.

Ok, before we look at the list, I wanted to preface this by saying this narrative doesn't even make sense. Not every developer that left was perfect, and not every developer that joined is terrible. The gaming industry has some of the highest turnover rates; the chance that your favorite franchise is made by the same people is very slim. As you will see in the list, not many people that worked on W1/2 also worked on W3. What matters the most is good work flow, a clear vision with a plan, and enough time and resources to achieve that vision.

Some examples of this:

Our beloved Pawel Sasko joined CDPR after Witcher 2 was released and went on to create some of the greatest quests, including the Bloody Baron, the Spoon Collector, the Battle of Kaer Morhen, the wedding in HoS, etc.

Some of the new devs also worked on titles like GTAV and RDR2 before joining. The new combat designer came from the Metal Gear Rising/Horizon series.

On the flipside, Konrad Tomaskiewicz, the W3 game director, was accused of bullying before he left; he apologized afterward and said he would better himself, he then took an extended break.

THIS IS A RUMOR: I've also heard that the leadership during Cyberpunk's development was terrible, so a bunch of leadership positions being replaced might be a good thing. LegacyKillaHD did also say this for how much it's worth, I just don't know how credible he really is. He seems much better than the people spreading blatant misinformation, that's certain.

Fun Fact: There are more W3 devs working on W4 than there were W1/2 devs working on W3.

Fun Fact 2: There's a thread from 10 years ago worried about people from W1 leaving, just before CDPR dropped a masterpiece.

https://www.reddit.com/r/witcher/comments/32czqj/image_of_the_witcher_1_team_in_poland_after_the/

Anyways, here are 128 developers that worked on previous Witcher titles and Phantom Liberty. I've even added some devs that didn't work on PL, because they were occupied with W4 since the very beginning, such as Phillip Weber, the current narrative director.

Witcher 3 Maciej Włordarkiewicz

Witcher 1/2/3 Paweł Mielniczuk

Witcher 2/3 Igor Sarzyński

Witcher 3 Paweł Sasko

Witcher 3 Tomasz Marchewka

Witcher 2/3 Mikołaj Jastrzębski-Szwed

Witcher 1/2/3 Borys Pugacz-Muraszkiewicz

Witcher 3 Marcin Przybyłowicz

Witcher 3 Paweł Błasiak

Witcher 3 Olek Lebiedowicz

Witcher 3 Monika Janowska

Witcher 3 Urszula Kominek

Witcher 1/2/3 Marcin Blacha

Witcher 3 Paweł Ciemniewski

Witcher 3 Aleksandra Motyka

Witcher 3 Magdalena Zych

Witcher 3 Błażej Augustynek

Witcher 3 Sarah Grümmer

Witcher 2/3 Danisz Markiewicz

Witcher 1/2/3 Joanna Radomska

Witcher 3 Patrick K. Mills

Witcher 3 Przemysław Sawicki

Witcher 3 Jakub Skoneczny

Witcher 3 Arnold Haponik

Witcher 3 Maciej Nakonieczny

Witcher 3 Zuzanna Czerniakowska

Witcher 3 Andrzej Stopa

Witcher 3 Bartosz Nowak

Witcher 3 Paweł Ochocki

Witcher 3 Michał Zbrzeżniak

Witcher 3 Filip Downar

Witcher 3 Dzmitry Ananchuk

Witcher 3 Martyna Lipińska

Witcher 3 Wojciech Mincewicz

Witcher 3 Vladimír Vilimovský

Witcher 3 Adam Blumert

Witcher 3 Yaroslav Getsevich

Witcher 3 Maciej Znosko

Witcher 1/2/3 Jakub Knapik

Witcher 3 Charles Tremblay-Corbeil

Witcher 2/3 David Block

Witcher 3 Adrian Dąbrowski

Witcher 3 Adam Dutkiewicz

Witcher 3 Jarosław Bączyk

Witcher 3 Dmytro Kulykov

Witcher 3 Marcin Kulikowski

Witcher 2/3 Jakub Kutrzuba

Witcher 3 Natalia Kultys

Witcher 3 Artur Kepen

Witcher 3 Sebastian McBride

Witcher 3 Miles Tost

Witcher 2/3 Przemysław Czatrowski

Witcher 3 Tim Green

Witcher 3 Szymon Iwański

Witcher 3 Michał Krupa

Witcher 2/3 Tomasz Kurgan

Witcher 3 Adriana Pawłowska

Witcher 1/2/3 Karol Kowalczyk

Witcher 3 Adam Wrotek

Witcher 3 Jowita Hącia

Witcher 2/3 Artur Bielenica

Witcher 3 Miloš Domuz

Witcher 3 Joanna Iwan

Witcher 3 Aneta Pasławska

Witcher 3 Weronika Rajszys

Witcher 3 Alexandros Miaris

Witcher 3 Adam Sajkowski

Witcher 2/3 Łukasz Zawłocki

Witcher 3 Tomasz Kowalczyk

Witcher 2/3 Mateusz Popławski

Witcher 3 Maciej Ciesielski

Witcher 3 Krzysztof Jędrzejek

Witcher 3 Mateusz Kruczała

Witcher 3 Jakub Madeła

Witcher 3 Łukasz Salabura

Witcher 3 Lea Anna Leonowicz

Witcher 2/3 Monika Zawistowska

Witcher 3 Grzegorz Magiera

Witcher 2/3 Grzegorz Chojnacki

Witcher 2/3 Tomasz Stryjewski

Witcher 3 Maciej Pączkowski

Witcher 3 Maciej Fronczak

Witcher 2/3 Sebastian Nowak

Witcher 3 Francisco Javier Pintor Gallardo

Witcher 3 Krzysztof Kornatka

Witcher 3 Simon Besombes

Witcher 2/3 Arkadiusz Duch

Witcher 2/3 Michał Lemiesz

Witcher 3 Racibor Kempa

Witcher 3 Maciej Caputa

Witcher 2/3 Piotr Suchodolski

Witcher 3 Łukasz Krawczyk

Witcher 2/3 Paweł Kwiatek

Witcher 3 Konrad Ziomek

Witcher 3 David Yablonsky

Witcher 2/3 Bartosz Czechowski

Witcher 2/3 Marcin Stępień

Witcher 2/3 Paweł Daudzward

Witcher 3 Colin Walder

Witcher 3 Alexander Radkevich

Witcher 3 David Trieu

Witcher 2/3 Marcin Majewski

Witcher 3 Monika Rokita

Witcher 3 Tomasz Herbrich

Witcher 3 Andrzej Marut

Witcher 3 Paweł Sikorski

Witcher 3 Romuald Juchonowicz-Bierbasz

Witcher 3 John Schneiderman

Witcher 3 Marcin Jefimow

Witcher 1/2/3 Przemysław Wójcik

Witcher 3 Bill Daly

Witcher 3 Monika Kunicka

Witcher 2/3 Krzysztof Ostrowski

Witcher 3 Rafał Smoleń

Witcher 3 Jan Rosner

Witcher 2/3 Mateusz Sykuła

Witcher 1/2/3 Marcin Batylda

Witcher 3 Sebastian Kalemba

Witcher 1/2/3 Michał Buczkowski

Witcher 3 Mark Foreman

Witcher 1/2/3 Krzysztof Krzyścin

Witcher 3 Tetyana Meleshchenko

Witcher 1/2/3 Jędrzej Mróz

Witcher 3 Michał Stec

Witcher 1/2/3 Lucjan Więcek

Witcher 3 Phillip Weber

Witcher 3 Michał Zbrzeźniak

Witcher 3 Kajetan Kapuściński

Next fake narrative is that CDPR was "forced" to switch to Unreal Engine 5, because again, "All developers left," and Red Engine was "much better."

This isn't true, first of all, the Red Engine is generally buggy. we all know that, we've played Witcher and Cyberpunk.

Secondly, the main reason for the switch is that Red Engine was rebuilt for each new game to support the required technologies and tools. CDPR is now working on multiple different projects simultaneously. Cyberpunk, Witcher, Hadar, Sirius, etc. All of them need different things—multiplayer, lighting, streaming, etc. So developing a new engine tailored to a single game doesn't work anymore. This was confirmed by Vice President of Technology Charles Tremblay, who said the following in a recent interview:

"The first thing I want to say again, to be sure, 100 percent clear, is that the whole team, myself included, are extremely proud of the engine we built for Cyberpunk. So it is not about, 'This is so bad that we need to switch' and, you know, 'Kill me now' - that is not true. That is not true, and this is not why the decision was made to switch."

"The way we built stuff in the past was very one-sided, like one project at a time. We pushed the limit - but also we saw that if we wanted to have a multi-project at the same time, building in parallel, sharing technology together, it is not easy,"

Source: https://www.eurogamer.net/technical-ambition-optimism-and-timeframes-what-we-learned-about-the-witcher-4-from-speaking-to-cd-projekt-red

RE also led to major problems during Cyberpunk's development, as Jason Schreier reported years ago.

Quote from the article:

"Another indication of how CD Projekt stretched things too far was that it tried to develop the engine technology behind Cyberpunk 2077, most of which was brand new, simultaneously with the game, which slowed down production. One member of the team compared the process to trying to drive a train while the tracks are being laid in front of you at the same time. It might have gone more smoothly if the track-layers had a few months head start."

UE5 fixes all those issues immediately, on top of that, it's way easier to hire new staff, which comes in handy since CDPR is expanding to North America to develop Cyberpunk Orion. UE5 isn't perfect, of course, there are some performance problems, but CDPR knew that from the start and heavily modified the engine to remove those obstacles. They've built their own custom "TurboTech", which basically fixes all performance problems UE5 currently has.

Senior Core Engineer Jaroslaw Rudkzi's presentation about TurboTech and how CDPR uses UE5:

https://www.youtube.com/watch?v=JaCf2Qmvy18

The last piece of misinformation I will address is the biggest one. People like to throw a certain word around that starts with W, and they say games under certain policies or companies with certain investors will be driven by real-world agendas and that all games that do so fail because they're bad due to those "influences." They will literally invent a reason to say xyz game checks those boxes, and they will just move to the next thing to hate on if it doesn't work out.

They'll use games like Concord to "prove" they're right but ignore great games like Alan Wake 2, Spiderman 2, God of War Ragnarok, Indiana Jones, Baldur's Gate 3, and, most importantly, Phantom Liberty when it proves them wrong. All those games were under those "evil influences" and displayed authentic worlds, characters, etc.

There's no rhyme or reason or any consistent logic whatsoever; if it fails, it's "W," and if it succeeds, it's not. The policies they're talking about are literally there for better workplace conditions, and if you read/listen to CDPR's approach specifically on their official YouTube or website, you'll know that there isn't anything bad about them.

If you're interested in how CDPR integrates culture in their games, you can listen to Kacper Niepokólczycki

https://www.youtube.com/live/j3yBs39wUHk?t=27674s

Personally, I'm extremely optimistic about Witcher 4, and I'm going to explain why.

CDPR has positively transformed in recent years and seemingly eliminated every problem that has caused issues in the past.

Thanks to UE5 and the solid foundation it provides, they can spend more time during pre-production (planning phase), giving them time to construct a vision of what the game is supposed to be with all core mechanics tested and ready to be used.

"We can also help them to achieve their vision, to do open world game[s], and also they can help us too, from some technical perspectives, on some of the aspects that we would like them [to] and that we would like to not have to be focusing on too much - because in the end, we are game company, right? In other words, it's a decision made with the intention of getting more of CDPR's developers working on the games themselves." - Charles Tremblay on working with Epic

Game Director Sebastian Kalemba and CEO Michal Nowakowski talked about the benefits as well recently.

SK on: https://youtu.be/Sixn4mRqB8Q?feature=shared&t=417

MN: https://www.youtube.com/live/H6pJrtfZoxY?feature=shared&t=1430

This is also called a "vertical slice." CDPR revealed something similar to the public in 2018 for Cyberpunk, the infamous 2018 50-min demo, with the difference that mechanics like wall running weren't tested enough and ended up on the chopping block.

An additional step they started to incorporate is testing for consoles from the beginning. Cyberpunk was notorious for having to scale back systems due to not working on weaker hardware.

"a good example would be like, console [builds] not working. So having the console working super late, it's unacceptable anymore, and it's part of our process. So we do the reviews on console, so we know exactly where we are on all the platforms - the lower platforms we have - rather than, you know, 'Oh PC is fine, so we can go forward'. So we changed this approach to have a broader visibility on the other platforms we want to have." - Charles Tremblay

Another improvement they made even before Phantom Liberty was constructing strike teams to work more efficiently. To spare me a needlessly long explanation, here's Luke Stephens explaining a simplified version:

https://youtu.be/_rrQeVX677U?feature=shared&t=27

Last few points: I need to bring this thread to an end.

  • CDPR never had a stable team before that knew how to work with each other, they were always hiring heavily during development and teaching new people. The Witcher 3 grew from 150 to 350 developers, and Cyberpunk grew from 350 to 500. The current team of 400+ already reached its target size, and the vast majority worked together on Phantom Liberty and Cyberpunk fixes.
  • Cyberpunk was uncharted territory for them, and they had to learn a new universe from scratch pretty much. The Witcher universe is familiar to them, it's their bread and butter. As you can see by the names, most of the team is Polish as well, so if it wasn't obvious enough by the trailer, they will absolutely nail the Slavic-inspired look and details. There are also a lot of devs that joined post W3 and worked on Thronebreaker that I didn't list.
  • They've changed their approach to marketing, releasing much closer to launch and only when they're confident in delivering on what they show. Part of the reason for Cyberpunk's unfinished state was gathering too much hype before the game was ready, putting themselves into a position of immense pressure from investors to release early.

The studio "learned a lot of good practices from that experience: so announce the date when you're like really, really sure of it. And now I think we have much better tools to be sure of that date, which we - on a smaller scale - proved to ourselves with Phantom Liberty." While that campaign lasted around six months, given it was only an expansion, Nowakowski added that "for a new game, we would still expect a slightly longer - but not two-year - lasting campaign." - Michal Nowakowski

Closing Message to the Real Ones

Ignore hateful comments and the false narratives. Downvote them, don't make posts giving them power, and do your best to minimize their impact. All they want is to make everything about their problems. Fortunately, the Witcher fandom is big enough to overshadow it. Others are not so lucky. Let's keep the discourse about the game and be happy that we'll get another entry in one of our favorite franchises. Once Witcher 4 is released and it's a success, the haters will shift their narrative and move to the next thing as they always do, and we will enjoy the game.

Thank you for reading :)