>According to a podcast with German magazine Gamestar, the quests in Cyberpunk 2077 will be 3-5 times more complex than in Witcher 3 (as mentioned by CDPR's Philipp Weber).
>Quest Designer Philipp Weber and Level-Designer Miles Tost participated in the podcast and mentioned a quest where the player had to drop the guns. Different scenarios after giving away the gun have been designed but then somebody mentioned that the player could also insist not to drop the gun. Thus, the whole quest needed to be worked on again. "As a quest designer, I now have to consider the different new opportunities we offer (like using Netrunning Skills, etc.) and how using those often gives you more (as an example, 3 to 5 in some cases) ways how to solve a quest or challenges within a quest. This naturally makes quest designs more complex in some areas, but it's honestly great fun to do. In Cyberpunk 2077 your options in quests are meant to be logical and rational in regards to the game's story."
>They also said that the overall quality of quests will be better, because the organisation of the team got improved. E.g. the use of the witcher sense in Witcher 3 was a central element in quests, too often. While a single quest designer might not have seen this, the player noticed that in the end, seeing all quests together.
Kino is back on menu lads.