CD Projekt SA Chief Executive Officer Marcin Iwiński made a public mea culpa this week about the disastrous rollout of the video game Cyberpunk 2077 in December. He took personal responsibility and asked fans not to blame the team.
In a somber five-minute video address and accompanying blog post, Iwiński acknowledged the game “did not meet the quality standard we wanted to meet. I and the entire leadership team are deeply sorry for this.”
Iwiński’s apology, the second within a month, was an attempt to restore the Polish company’s reputation with scores of fans – and investors – who had waited eight years for the game, only to discover it was riddled with bugs and performance issues when it was finally released. Uproar over the botched debut caused a 30% drop in CD Projekt’s shares from Dec. 10 through mid-January.
Interviews with more than 20 current and former CD Projekt staff, most of whom requested anonymity so as not to risk their careers, depict a development process marred by unchecked ambition, poor planning and technical shortcomings. Employees, discussing the game’s creation for the first time, described a company that focused on marketing at the expense of development, and an unrealistic timeline that pressured some into working extensive overtime long before the final push. CD Projekt declined to comment on the process or provide interviews for this story.
The Polish company will spend the next few months working on fixes to Cyberpunk 2077 instead of planning expansions to the game or getting started on the next installment of its other popular franchise, The Witcher. The first new update will be released toward the end of January and a second “in the weeks after,” Iwiński said.
This wasn’t how the development team envisioned starting 2021. Now, instead of celebrating a successful release, they will aim to turn Cyberpunk 2077 into a redemption story. It will be an uphill battle. Unlike competitors such as Electronic Arts Inc. and Ubisoft Entertainment SA, CD Projekt only releases one major game every few years, so the company was relying on Cyberpunk 2077 to be a significant hit.
Cyberpunk 2077, a role-playing game set in a sci-fi dystopia, had a lot going for it. Warsaw-based CD Projekt already was well-known for an earlier blockbuster title, The Witcher 3, and Cyberpunk benefitted from a massive ad blitz and a leading role from actor Keanu Reeves. Thanks to pre-launch hype, the game sold 13 million copies at $60 apiece in the first 10 days after its release. CD Projekt was, for a while, the most valuable company in Poland.
Early reviews were generally good, but once players got the game in their hands, they realized it had problems on PCs and was almost unplayable on consoles. It performed so poorly that Sony Corp. removed the game from the PlayStation Store and offered refunds, an unprecedented move, while Microsoft Corp. slapped on a label warning customers that they “may experience performance issues on Xbox One until the game is updated.” CD Projekt is facing an investor lawsuit on claims they were misled.
In his message, Iwiński concedes that the company “underestimated the task.” He said that because the game’s city was “so packed and the disk bandwidth of old-gen consoles is what it is, it constantly challenged us.” While the company extensively tested before the game’s release, Iwiński said it didn’t show many of the issues players experienced. Developers who worked on the game argued otherwise, saying that many common problems were discovered. The staff just didn’t have time to fix them.
Cyberpunk 2077 was an ambitious project by any standard. CD Projekt’s previous success, The Witcher, was set in a medieval fantasy world full of swords and spells. But everything in Cyberpunk was a departure from that framework. Cyberpunk was sci-fi rather than fantasy. Instead of a third-person camera in which the player’s character appeared on screen, Cyberpunk used a first-person view. Making Cyberpunk would require CD Projekt to invest in new technology, new staff and new techniques they hadn’t explored before.
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.
Adrian Jakubiak, a former audio programmer for CD Projekt, said one of his colleagues asked during a meeting how the company thought it would be able to pull off a technically more challenging project in the same timeframe as The Witcher. “Someone answered: ‘We’ll figure it out along the way,’” he said.
For years, CD Projekt had thrived on that mentality. But this time, the company wasn’t able to pull it off. “I knew it wasn’t going to go well,” said Jakubiak. “I just didn’t know how disastrous it would be.”
Part of the fans’ disappointment is proportional to the amount of time they spent waiting for the game. Although Cyberpunk was announced in 2012, the company was then still mainly focused on its last title and full development didn’t start until late 2016, employees said. That was when CD Projekt essentially hit the reset button, according to people familiar with the project.
Studio head Adam Badowski took over as director, demanding overhauls to Cyberpunk’s gameplay and story. For the next year, everything was changing, including fundamental elements like the game-play perspective. Top staff who had worked on The Witcher 3 had strong opinions on how Cyberpunk should be made, which clashed with Badowski and lead to the eventual departure of several top developers.
Much of CD Projekt’s focus, according to several people who worked on Cyberpunk 2077, was on impressing the outside world. A slice of gameplay was showcased at E3, the industry’s main trade event, in 2018. It showed the main character embarking on a mission, giving players a grand tour of the seedy, crime-ridden Night City.
Fans and journalists were wowed by Cyberpunk 2077’s ambition and scale. What they didn’t know was that the demo was almost entirely fake. CD Projekt hadn’t yet finalized and coded the underlying gameplay systems, which is why so many features, such as car ambushes, were missing from the final product. Developers said they felt like the demo was a waste of months that should have gone toward making the game.
Employees were working long hours, even though Iwiński told staff that overtime wouldn’t be mandatory on Cyberpunk 2077. More than a dozen workers said they felt pressured to put in extra hours by their managers or coworkers anyway.
“There were times when I would crunch up to 13 hours a day — a little bit over that was my record probably — and I would do five days a week working like that,” said Jakubiak, the former audio programmer, adding that he quit the company after getting married. “I have some friends who lost their families because of these sort of shenanigans.”
The overtime didn’t make development of the game any faster. At E3 in June 2019, CD Projekt announced that the game would come out on April 16, 2020. Fans were elated, but internally, some members of the team could only scratch their heads, wondering how they could possibly finish the game by then. One person said they thought the date was a joke. Based on the team’s progress, they expected the game to be ready in 2022. Developers created memes about the game getting delayed, making bets on when it would happen.
Canceling features and scaling down the size of Cyberpunk’s metropolis helped, but the team’s growth hampered some departments, developers said.
While The Witcher 3 was created by roughly 240 in-house staff, according to the company, Cyberpunk’s credits show that the game had well over 500 internal developers. But because CD Projekt wasn’t accustomed to such a size, people who worked on the game said their teams often felt siloed and unorganized.
At the same time, CD Projekt remained understaffed. Games like Grand Theft Auto V and Red Dead Redemption II, often held up as examples of the quality the company wanted to uphold, were made by dozens of offices and thousands of people.
There were also cultural barriers brought about by hiring expats from the U.S. and Western Europe. The studio mandated everyone speak English during meetings with non-Polish speakers, but not everyone followed the rules.
Even as the timeline looked increasingly unrealistic, management said delaying wasn’t an option. Their goal was to release Cyberpunk 2077 before new consoles from Microsoft and Sony, expected in the fall of 2020, were even announced. That way, the company could launch the game on existing PlayStation 4, Xbox One, and PC, then “double dip” by releasing versions down the road for the next generation consoles. People who bought the old console versions would receive free upgrades when the new ones were available. Some engineers realized that Cyberpunk was too complex of a game to run well on the seven-year-old consoles, with its city full of bustling crowds and hulking buildings. They said management dismissed their concerns, however, citing their success in pulling off The Witcher 3.
But by the end of 2019, management finally acknowledged that Cyberpunk needed to be delayed. Last January, the company pushed the game’s release to September. In March, as the pandemic began ravaging the globe and forcing people to stay inside, CD Projekt staff had to complete the game from their homes. Without access to the office’s console development kits, most developers would play builds of the game on their home computers, so it wasn’t clear to everyone how Cyberpunk might run on PS4 and Xbox One. External tests, however, showed clear performance issues.
Iwiński also said that communication issues resulting from teams working at home amid Covid-19 restrictions meant “a lot of the dynamics we normally take for granted” got lost over video calls or emails. The game’s debut slipped again, to November.
As the launch date drew closer, everyone at the studio knew the game was in rough shape and needed more time, according to several people familiar with the development. Chunks of dialogue were missing. Some actions didn’t work properly. When management announced in October that the game had “gone gold” — that it was ready to be pressed to discs — there were still major bugs being discovered. The game was delayed another three weeks as exhausted programmers scrambled to fix as much as they could.
When Cyberpunk 2077 finally launched on Dec. 10, the backlash was swift and furious. Players shared videos of screens overrun with tiny trees or characters gallivanting around without pants, and compiled lists of features that had been promised but were not in the final product.
Many of the glitches and graphical issues can be fixed, developers say, though it’s not clear what it will take to regain a spot in the PlayStation store. Winning back fans may be difficult, but there’s precedent in the video game world. Games like No Man’s Sky, a space simulator; Final Fantasy XIV, an online roleplaying game; and Destiny, a multiplayer shooter, recovered from rocky launches and earned critical acclaim by gradually improving after they released. And the market seems to be hopeful. CD Projekt shares rose 6%, the most in six weeks, after Iwiński’s message.
The federal government is ordering the dissolution of TikTok’s Canadian business after a national security review of the Chinese company behind the social media platform, but stopped short of ordering people to stay off the app.
Industry Minister François-Philippe Champagne announced the government’s “wind up” demand Wednesday, saying it is meant to address “risks” related to ByteDance Ltd.’s establishment of TikTok Technology Canada Inc.
“The decision was based on the information and evidence collected over the course of the review and on the advice of Canada’s security and intelligence community and other government partners,” he said in a statement.
The announcement added that the government is not blocking Canadians’ access to the TikTok application or their ability to create content.
However, it urged people to “adopt good cybersecurity practices and assess the possible risks of using social media platforms and applications, including how their information is likely to be protected, managed, used and shared by foreign actors, as well as to be aware of which country’s laws apply.”
Champagne’s office did not immediately respond to a request for comment seeking details about what evidence led to the government’s dissolution demand, how long ByteDance has to comply and why the app is not being banned.
A TikTok spokesperson said in a statement that the shutdown of its Canadian offices will mean the loss of hundreds of well-paying local jobs.
“We will challenge this order in court,” the spokesperson said.
“The TikTok platform will remain available for creators to find an audience, explore new interests and for businesses to thrive.”
The federal Liberals ordered a national security review of TikTok in September 2023, but it was not public knowledge until The Canadian Press reported in March that it was investigating the company.
At the time, it said the review was based on the expansion of a business, which it said constituted the establishment of a new Canadian entity. It declined to provide any further details about what expansion it was reviewing.
A government database showed a notification of new business from TikTok in June 2023. It said Network Sense Ventures Ltd. in Toronto and Vancouver would engage in “marketing, advertising, and content/creator development activities in relation to the use of the TikTok app in Canada.”
Even before the review, ByteDance and TikTok were lightning rod for privacy and safety concerns because Chinese national security laws compel organizations in the country to assist with intelligence gathering.
Such concerns led the U.S. House of Representatives to pass a bill in March designed to ban TikTok unless its China-based owner sells its stake in the business.
Champagne’s office has maintained Canada’s review was not related to the U.S. bill, which has yet to pass.
Canada’s review was carried out through the Investment Canada Act, which allows the government to investigate any foreign investment with potential to might harm national security.
While cabinet can make investors sell parts of the business or shares, Champagne has said the act doesn’t allow him to disclose details of the review.
Wednesday’s dissolution order was made in accordance with the act.
The federal government banned TikTok from its mobile devices in February 2023 following the launch of an investigation into the company by federal and provincial privacy commissioners.
— With files from Anja Karadeglija in Ottawa
This report by The Canadian Press was first published Nov. 6, 2024.
LONDON (AP) — Most people have accumulated a pile of data — selfies, emails, videos and more — on their social media and digital accounts over their lifetimes. What happens to it when we die?
It’s wise to draft a will spelling out who inherits your physical assets after you’re gone, but don’t forget to take care of your digital estate too. Friends and family might treasure files and posts you’ve left behind, but they could get lost in digital purgatory after you pass away unless you take some simple steps.
Here’s how you can prepare your digital life for your survivors:
Apple
The iPhone maker lets you nominate a “ legacy contact ” who can access your Apple account’s data after you die. The company says it’s a secure way to give trusted people access to photos, files and messages. To set it up you’ll need an Apple device with a fairly recent operating system — iPhones and iPads need iOS or iPadOS 15.2 and MacBooks needs macOS Monterey 12.1.
For iPhones, go to settings, tap Sign-in & Security and then Legacy Contact. You can name one or more people, and they don’t need an Apple ID or device.
You’ll have to share an access key with your contact. It can be a digital version sent electronically, or you can print a copy or save it as a screenshot or PDF.
Take note that there are some types of files you won’t be able to pass on — including digital rights-protected music, movies and passwords stored in Apple’s password manager. Legacy contacts can only access a deceased user’s account for three years before Apple deletes the account.
Google
Google takes a different approach with its Inactive Account Manager, which allows you to share your data with someone if it notices that you’ve stopped using your account.
When setting it up, you need to decide how long Google should wait — from three to 18 months — before considering your account inactive. Once that time is up, Google can notify up to 10 people.
You can write a message informing them you’ve stopped using the account, and, optionally, include a link to download your data. You can choose what types of data they can access — including emails, photos, calendar entries and YouTube videos.
There’s also an option to automatically delete your account after three months of inactivity, so your contacts will have to download any data before that deadline.
Facebook and Instagram
Some social media platforms can preserve accounts for people who have died so that friends and family can honor their memories.
When users of Facebook or Instagram die, parent company Meta says it can memorialize the account if it gets a “valid request” from a friend or family member. Requests can be submitted through an online form.
The social media company strongly recommends Facebook users add a legacy contact to look after their memorial accounts. Legacy contacts can do things like respond to new friend requests and update pinned posts, but they can’t read private messages or remove or alter previous posts. You can only choose one person, who also has to have a Facebook account.
You can also ask Facebook or Instagram to delete a deceased user’s account if you’re a close family member or an executor. You’ll need to send in documents like a death certificate.
TikTok
The video-sharing platform says that if a user has died, people can submit a request to memorialize the account through the settings menu. Go to the Report a Problem section, then Account and profile, then Manage account, where you can report a deceased user.
Once an account has been memorialized, it will be labeled “Remembering.” No one will be able to log into the account, which prevents anyone from editing the profile or using the account to post new content or send messages.
X
It’s not possible to nominate a legacy contact on Elon Musk’s social media site. But family members or an authorized person can submit a request to deactivate a deceased user’s account.
Passwords
Besides the major online services, you’ll probably have dozens if not hundreds of other digital accounts that your survivors might need to access. You could just write all your login credentials down in a notebook and put it somewhere safe. But making a physical copy presents its own vulnerabilities. What if you lose track of it? What if someone finds it?
Instead, consider a password manager that has an emergency access feature. Password managers are digital vaults that you can use to store all your credentials. Some, like Keeper,Bitwarden and NordPass, allow users to nominate one or more trusted contacts who can access their keys in case of an emergency such as a death.
But there are a few catches: Those contacts also need to use the same password manager and you might have to pay for the service.
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Is there a tech challenge you need help figuring out? Write to us at onetechtip@ap.org with your questions.
LONDON (AP) — Britain’s competition watchdog said Thursday it’s opening a formal investigation into Google’s partnership with artificial intelligence startup Anthropic.
The Competition and Markets Authority said it has “sufficient information” to launch an initial probe after it sought input earlier this year on whether the deal would stifle competition.
The CMA has until Dec. 19 to decide whether to approve the deal or escalate its investigation.
“Google is committed to building the most open and innovative AI ecosystem in the world,” the company said. “Anthropic is free to use multiple cloud providers and does, and we don’t demand exclusive tech rights.”
San Francisco-based Anthropic was founded in 2021 by siblings Dario and Daniela Amodei, who previously worked at ChatGPT maker OpenAI. The company has focused on increasing the safety and reliability of AI models. Google reportedly agreed last year to make a multibillion-dollar investment in Anthropic, which has a popular chatbot named Claude.
Anthropic said it’s cooperating with the regulator and will provide “the complete picture about Google’s investment and our commercial collaboration.”
“We are an independent company and none of our strategic partnerships or investor relationships diminish the independence of our corporate governance or our freedom to partner with others,” it said in a statement.
The U.K. regulator has been scrutinizing a raft of AI deals as investment money floods into the industry to capitalize on the artificial intelligence boom. Last month it cleared Anthropic’s $4 billion deal with Amazon and it has also signed off on Microsoft’s deals with two other AI startups, Inflection and Mistral.