Cyberpunk 2077 First Person Perspective Explained by Director Igor Sarzynski for Enhanced Narrative and Sequel Design

Director Igor Sarzynski explains why Cyberpunk 2077 uses first person view for narrative intimacy and how this choice shapes the upcoming sequel.
Cyberpunk 2077 First Person Perspective Explained by Director Igor Sarzynski for Enhanced Narrative and Sequel Design

Cyberpunk 2077 First Person Perspective Reasoning by Igor Sarzynski

The first person viewpoint was chosen for Cyberpunk 2077 because the creative director Igor Sarzynski explained his reasoning in a recent bsky post. Sarzynski believes that the Cyberpunk universe needs a special view because its story and atmosphere require a more intimate approach despite other RPGs using third person views as their standard method.

Sarzynski states that the first person perspective functions as an essential element for achieving the themes which Cyberpunk presents. The main plot centers around a mind which remains trapped inside its deteriorating body while a digital ghost exists that only the main character can see. The subjective experience would lose its impact when viewed from a distance.

The player character possesses unique perception abilities which create the narrative experience. The first person perspective lets players experience the game world through their character who acts as an avatar rather than watching events unfold from a distance. The director believes that the character's eyes enable the audience to experience both the essential genre elements and the technological concepts of consciousness transfer.

Purely from narrative design pov I think subjective FPP works well with '77 story, genre and world. You're a mind trapped in a decaying body with only means of leaving it being through technological consciousness processing (cyberspace; soulkiller; projection into external devices; braindaces)

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— igor.sarzynski (@srznsk.bsky.social) February 1, 2026 at 6:04 PM

Sarzynski explains the different character types that exist in RPG games. He explains that third person cameras work best for established characters who already possess fixed backstories and specific traits and he gives Geralt from The Witcher and Kratos from God of War and Ellie from The Last of Us as examples.

Players in this situation observe the events of another person's narrative. The first person view establishes a stronger connection between players and their character for V because he exists between the two extremes of character definition.

The decision shows that CD Projekt RED will retain all the original game elements which created its immersive experience. The developers chose first person view because it enables them to create narrative elements which show the psychological effects of living in Night City.

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