I was thinking that a good way to understand Cyberpunk’s launch problems might be a post-mortem. Then I realised no game in its right mind would declare itself dead upon launch any more. And why should it? Launch day is the beginning for most games now.

It needs a post-vita.
Either way, without knowing what went on from the horse’s mouth, these articles speculating about it are kinda grasping at straws.

I could reverse-engineer the game’s systems and scope and analyse its dev history but I’d still just be guessing at the reasons for its many issues.
Some folks are diagnosing the problem as though they’ve cracked the Da Vinci Code. Like they alone have the spiciest take which points to the single point of failure.

That may be part of a cycle of cultural criticism, but it doesn’t really apply to problems with developments.
Not saying writers shouldn’t be seeking to understand what went on here, and work to educate people.

But I’d rather see them getting sources on the project to speak about it’s issues than speculation.

Which I KNOW is not an easy ask. At all.
Pardon the cliche, but I’m wondering how this compares to film. If a movie takes ages to make and is a bit of a jumbled mess upon release, would articles being written about it also guess at what *might* have gone wrong during its launch window?
Or would articles about ‘problems with production’ usually come separately and with a story to tell about the key players in that productions?

An honest question, and I’m happy to be told I’m wrong.
Ultimately I just want to see articles which look behind the curtain and tell me who, what, when and where rather than articles which diagnose by reverse engineering the game.
This thread @expectproblems pointed me to is a good example of some positive education.

It’s more: here’s a bunch of examples of how *a* AAA game *might* run into significant issues.

But doesn’t claim any of these on Cyberpunk’s behalf. Nor should it. https://twitter.com/zenofdesign/status/1339724021802430464
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