It's probably related to something Hbomberguy talks about in his recent Deus Ex video. Basically: it boils down to the fact that games in the 90s or 2000s had a lot less shit to manage, a lot less corporate oversight, and therefore a ton more flexibility. One of the interesting things about Deus Ex Human Revolution is that it actually fell prey to a number of miststeps and mistakes the developers talked about in their post mortem that the early builds of the first Deus Ex game did as well.
The thing is: with the first Deus Ex they had the flexbility to completely redesign huge parts of the game and completely reshift and redesign entire sequences. In Human revolution there are so many more moving components and corporate deadlines to meet that they couldn't get to the 11th hour and go "this all isn't working....let's rebuild all of it". From the way Warren Spector talks about it....Deus Ex didn't become what it was until right up to its final release.
I think Cyberpunk unfortunately fell into a similar trap. The Developer reached for the moon and tried to have Cyberpunk be absolutely everything....but by year 8 or something all these systems and plans just weren't integrating cohesively. So then they started ripping shit out trying to streamline and redesign shit into something that was at least semi stable aaaaaaaaaaand it broke a ton of shit in the process.
It's probably related to something Hbomberguy talks about in his recent Deus Ex video. Basically: it boils down to the fact that games in the 90s or 2000s had a lot less shit to manage, a lot less corporate oversight, and therefore a ton more flexibility. One of the interesting things about Deus Ex Human Revolution is that it actually fell prey to a number of miststeps and mistakes the developers talked about in their post mortem that the early builds of the first Deus Ex game did as well.
The thing is: with the first Deus Ex they had the flexbility to completely redesign huge parts of the game and completely reshift and redesign entire sequences. In Human revolution there are so many more moving components and corporate deadlines to meet that they couldn't get to the 11th hour and go "this all isn't working....let's rebuild all of it". From the way Warren Spector talks about it....Deus Ex didn't become what it was until right up to its final release.
I think Cyberpunk unfortunately fell into a similar trap. The Developer reached for the moon and tried to have Cyberpunk be absolutely everything....but by year 8 or something all these systems and plans just weren't integrating cohesively. So then they started ripping shit out trying to streamline and redesign shit into something that was at least semi stable aaaaaaaaaaand it broke a ton of shit in the process.