• What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red

    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    "We learned a lot of lessons down the road."

    Image credit: CD Projekt Red

    Feature

    by Robert Purchese
    Associate Editor

    Published on May 31, 2025

    Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired?
    Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously.
    But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around.
    Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt.

    The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube
    It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be?
    "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually."
    Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters."
    It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role.
    But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular."
    Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in.

    CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red

    The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team.
    The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron.
    The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near.
    When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team.
    Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation."
    But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me."

    The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red

    He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it."
    This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'"
    It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears."
    There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death.

    Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red

    But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says.
    There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be.
    Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much.
    More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it.

    Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red

    One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie.
    That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says.
    Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy.
    It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it."
    It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is.

    Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube
    Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre."
    I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it.
    Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him.
    Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect.

    The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red

    The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck.
    Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads.
    Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world."
    But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio.
    Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world.
    Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?"

    The debut trailer for The Witcher 4.Watch on YouTube
    Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3."
    But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years.
    "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher."
    Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team."
    "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip."
    #what #worked #witcher #didn039t #looking
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on May 31, 2025 Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired? Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously. But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around. Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt. The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be? "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually." Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters." It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role. But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular." Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in. CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team. The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron. The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near. When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team. Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation." But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me." The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it." This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'" It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears." There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death. Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says. There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be. Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much. More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it. Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie. That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says. Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy. It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it." It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is. Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre." I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it. Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him. Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect. The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck. Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads. Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world." But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio. Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world. Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?" The debut trailer for The Witcher 4.Watch on YouTube Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3." But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years. "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher." Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team." "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip." #what #worked #witcher #didn039t #looking
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    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on May 31, 2025 Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired? Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously. But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around. Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt. The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be? "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually." Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters." It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role. But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular." Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in. CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team. The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron. The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near. When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team. Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation." But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me." The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it." This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'" It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears." There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death. Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says. There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be. Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much. More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it. Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie. That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says. Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy. It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it." It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is. Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre." I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it. Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him. Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect. The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck. Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads. Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world." But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio. Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world. Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?" The debut trailer for The Witcher 4.Watch on YouTube Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3." But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years. "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher." Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team." "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip."
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  • Keke Palmer said she didn't feel adequately paid in Hollywood until Jordan Peele's 'Nope' — two decades into her career

    Keke Palmer is the latest Black Hollywood star to speak out about how race and gender can affect pay.

    Lionel Hahn/Getty Images

    2025-05-23T14:02:01Z

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    Keke Palmer has been acting since she was 10, but told BI she didn't feel adequately paid until 2022.
    She said that she doesn't compare herself to others in Hollywood because she feels she's not on an even playing field.
    Palmer said that's why she's diversified her income sources.

    Keke Palmer has worked in Hollywood since she was 10 — but when asked by Business Insider when she felt adequately paid, the 31-year-old said: "'Nope,' that was probably the first time."Palmer played Emerald Haywood in Jordan Peele's 2022 horror movie, in which she and Daniel Kaluuya play siblings who try to get a photo of a murderous UFO to sell the image for money.Before "Nope," Palmer led the Nickelodeon series "True Jackson, VP," which ran from 2008 until 2011, starred in the 2015 slasher comedy "Scream Queens" created by Ryan Murphy, and voiced the mammoth Peaches in multiple "Ice Age" movies. Palmer's first prominent movie role was at the age of 12 in 2006's "Akeelah and the Bee," in which she starred opposite Queen Latifah.Palmer, who is also a singer, TV host, author, and podcaster, said that gender and racial inequalities are very real in Hollywood, but she doesn't dwell on them."I don't compare — especially as a Black person, a Black woman — because it's not a fair thing to do to myself," Palmer continued. "I don't think that comparing oneself makes sense in any regard, because you're not at the same vantage point, beginning or otherwise, as someone else."She added that "if you are getting your needs met, that has to be at the forefront of your mind. That doesn't mean that everything is fair, but it's an important thing to think about and have a particular perspective about."

    Daniel Kaluuya and Keke Palmer at the UK premiere of "Nope" in July 2022.

    Dave J Hogan/Getty Images

    Palmer encourages other actors in Hollywood to diversy their income streamsPalmer said it's one of the reasons she's diversified her income streams, including owning multiple production companies, and has encouraged others to do the same.
    "It's essentially why I turned my brand into a holdings company with subsidiaries. You have to diversify," Palmer said.It's increasingly common for A-listers to launch multiple businesses to increase career longevity. Rihanna has Fenty Beauty and Savage X Fenty. Kim Kardashian launched Skims, and Reese Witherspoon's media company, Hello Sunshine, is among the most successful in Hollywood.In recent years, Black actors, including Octavia Spencer, Viola Davis, Mo'Nique, and Taraji P. Henson, have spoken out about not being paid fairly on account of their race and gender.In a 2023 SiriusXM interview, Henson confirmed rumors that she considered quitting Hollywood over pay inequality."I'm just tired of working so hard, being gracious at what I dogetting paid a fraction of the cost," she said tearfully. "I'm tired of hearing my sisters say the same thing over and over. You get tired. I hear people go, 'You work a lot.' Well, I have to."
    #keke #palmer #said #she #didn039t
    Keke Palmer said she didn't feel adequately paid in Hollywood until Jordan Peele's 'Nope' — two decades into her career
    Keke Palmer is the latest Black Hollywood star to speak out about how race and gender can affect pay. Lionel Hahn/Getty Images 2025-05-23T14:02:01Z d Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? Keke Palmer has been acting since she was 10, but told BI she didn't feel adequately paid until 2022. She said that she doesn't compare herself to others in Hollywood because she feels she's not on an even playing field. Palmer said that's why she's diversified her income sources. Keke Palmer has worked in Hollywood since she was 10 — but when asked by Business Insider when she felt adequately paid, the 31-year-old said: "'Nope,' that was probably the first time."Palmer played Emerald Haywood in Jordan Peele's 2022 horror movie, in which she and Daniel Kaluuya play siblings who try to get a photo of a murderous UFO to sell the image for money.Before "Nope," Palmer led the Nickelodeon series "True Jackson, VP," which ran from 2008 until 2011, starred in the 2015 slasher comedy "Scream Queens" created by Ryan Murphy, and voiced the mammoth Peaches in multiple "Ice Age" movies. Palmer's first prominent movie role was at the age of 12 in 2006's "Akeelah and the Bee," in which she starred opposite Queen Latifah.Palmer, who is also a singer, TV host, author, and podcaster, said that gender and racial inequalities are very real in Hollywood, but she doesn't dwell on them."I don't compare — especially as a Black person, a Black woman — because it's not a fair thing to do to myself," Palmer continued. "I don't think that comparing oneself makes sense in any regard, because you're not at the same vantage point, beginning or otherwise, as someone else."She added that "if you are getting your needs met, that has to be at the forefront of your mind. That doesn't mean that everything is fair, but it's an important thing to think about and have a particular perspective about." Daniel Kaluuya and Keke Palmer at the UK premiere of "Nope" in July 2022. Dave J Hogan/Getty Images Palmer encourages other actors in Hollywood to diversy their income streamsPalmer said it's one of the reasons she's diversified her income streams, including owning multiple production companies, and has encouraged others to do the same. "It's essentially why I turned my brand into a holdings company with subsidiaries. You have to diversify," Palmer said.It's increasingly common for A-listers to launch multiple businesses to increase career longevity. Rihanna has Fenty Beauty and Savage X Fenty. Kim Kardashian launched Skims, and Reese Witherspoon's media company, Hello Sunshine, is among the most successful in Hollywood.In recent years, Black actors, including Octavia Spencer, Viola Davis, Mo'Nique, and Taraji P. Henson, have spoken out about not being paid fairly on account of their race and gender.In a 2023 SiriusXM interview, Henson confirmed rumors that she considered quitting Hollywood over pay inequality."I'm just tired of working so hard, being gracious at what I dogetting paid a fraction of the cost," she said tearfully. "I'm tired of hearing my sisters say the same thing over and over. You get tired. I hear people go, 'You work a lot.' Well, I have to." #keke #palmer #said #she #didn039t
    WWW.BUSINESSINSIDER.COM
    Keke Palmer said she didn't feel adequately paid in Hollywood until Jordan Peele's 'Nope' — two decades into her career
    Keke Palmer is the latest Black Hollywood star to speak out about how race and gender can affect pay. Lionel Hahn/Getty Images 2025-05-23T14:02:01Z Save Saved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? Keke Palmer has been acting since she was 10, but told BI she didn't feel adequately paid until 2022. She said that she doesn't compare herself to others in Hollywood because she feels she's not on an even playing field. Palmer said that's why she's diversified her income sources. Keke Palmer has worked in Hollywood since she was 10 — but when asked by Business Insider when she felt adequately paid, the 31-year-old said: "'Nope,' that was probably the first time."Palmer played Emerald Haywood in Jordan Peele's 2022 horror movie, in which she and Daniel Kaluuya play siblings who try to get a photo of a murderous UFO to sell the image for money.Before "Nope," Palmer led the Nickelodeon series "True Jackson, VP," which ran from 2008 until 2011, starred in the 2015 slasher comedy "Scream Queens" created by Ryan Murphy, and voiced the mammoth Peaches in multiple "Ice Age" movies. Palmer's first prominent movie role was at the age of 12 in 2006's "Akeelah and the Bee," in which she starred opposite Queen Latifah.Palmer, who is also a singer, TV host, author, and podcaster, said that gender and racial inequalities are very real in Hollywood, but she doesn't dwell on them."I don't compare — especially as a Black person, a Black woman — because it's not a fair thing to do to myself," Palmer continued. "I don't think that comparing oneself makes sense in any regard, because you're not at the same vantage point, beginning or otherwise, as someone else."She added that "if you are getting your needs met, that has to be at the forefront of your mind. That doesn't mean that everything is fair, but it's an important thing to think about and have a particular perspective about." Daniel Kaluuya and Keke Palmer at the UK premiere of "Nope" in July 2022. Dave J Hogan/Getty Images Palmer encourages other actors in Hollywood to diversy their income streamsPalmer said it's one of the reasons she's diversified her income streams, including owning multiple production companies, and has encouraged others to do the same. "It's essentially why I turned my brand into a holdings company with subsidiaries. You have to diversify," Palmer said.It's increasingly common for A-listers to launch multiple businesses to increase career longevity. Rihanna has Fenty Beauty and Savage X Fenty. Kim Kardashian launched Skims, and Reese Witherspoon's media company, Hello Sunshine, is among the most successful in Hollywood.In recent years, Black actors, including Octavia Spencer, Viola Davis, Mo'Nique, and Taraji P. Henson, have spoken out about not being paid fairly on account of their race and gender.In a 2023 SiriusXM interview, Henson confirmed rumors that she considered quitting Hollywood over pay inequality."I'm just tired of working so hard, being gracious at what I do [and] getting paid a fraction of the cost," she said tearfully. "I'm tired of hearing my sisters say the same thing over and over. You get tired. I hear people go, 'You work a lot.' Well, I have to."
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  • #333;">I took my 81-year-old grandma on an international trip. It was great, but I wish I'd known more about traveling with an older relative.


    Looking back, there are a few mistakes I made while traveling internationally with my grandma.
    Emily Schlorf

    2025-05-13T14:12:01Z


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    In summer 2024, I traveled with my grandma, mom, and sister to Montreal.
    I wish I'd thought more about my grandma's physical needs when planning the itinerary.
    It would've been nice to have more downtime in our schedule, too.
    Despite living 1,800 miles apart, my 81-year-old grandma and I have always been close.
    We share a love for "Downton Abbey," cross-stitch, and strong coffee, and I couldn't imagine spending weeks in the summer anywhere but her sunny kitchen table in central Minnesota.Of course, I'd be naive to assume my time with her is unlimited.
    That's one reason my grandma, mom, sister, and I decided to embark on a trip to Montreal together last summer.Although I'm grateful we were able to take this trip, it could have gone a lot smoother had I known these three things about traveling with an older relative.
    The itinerary should have reflected everyone's physical needs, not just my own
    I should've considered how long it would take my grandma to get to excursions like our afternoon tea.



    Emily Schlorf


    I'm the most frequent traveler in my family, so I took on all the planning myself and approached the task the same way I do for solo travel: leaving no stone unturned.I thought my grandma would be well-prepared for the long days, given that she walks 3 miles a day and eats a far more balanced diet than I do.What I failed to consider, though, was how difficult it would be for her to walk on the uneven cobblestone streets.
    On our first day in the city, we nearly missed an afternoon tea reservation since I didn't factor in the slower pace we'd have to take to accommodate my grandma's careful steps.I also didn't realize just how exhausting a full-day Three Pines tour would be.
    Although fantastic — with stops at a monastery, local museum, and five-star resort for lunch — our visit to the villages that inspired the fictional location of my grandma's favorite mystery series was nine hours long.
    My family and I went on a nine-hour tour of Three Pines.



    Emily Schlorf


    As the day progressed, we took turns snoozing in the back seat of our tour guide's van.
    Upon arriving back at the bed and breakfast, my grandma exclaimed how long of a day it was; and I didn't disagree.Similarly, I didn't consider my grandma's physical limitations when choosing restaurants.
    Although they weren't lacking in ambiance — picture patios swallowed in bougainvillea and cool, brutalist interiors overlooking Lake Saint Louis — the dim lighting and small font sizes made it challenging for her to read the menu.My mom, sister, and I mitigated my grandma's vision issues by taking turns reading the menu aloud, line by line, but that got old fast.In retrospect, I wish I'd shown up equipped with solutions, such as finding the menu online so she could zoom in on my phone or reminding her to bring her readers, to improve everyone's dining experience.
    A long trip means extended time away from routinesEveryone gets to a point on vacation when they're ready to return home, but I would argue that the feeling is stronger for older adults like my grandma, who travel once or twice a year and may be used to a strict daily routine.Although my grandma never expressed this feeling to me outright, I noticed as the days went on, she became less game for her granddaughters' plans.For example, on our last evening, my sister and I wanted to check out the shops lining Saint-Laurent Boulevard, but my grandma preferred to have takeout in the hotel.We compromised, and my sister and I walked to the boulevard to pick up dinner, but we ditched our shopping plan since we felt bad keeping my mom and grandma waiting.I wish we'd had more downtime together
    One of my favorite memories from the trip was when we spontaneously visited a speakeasy.



    Emily Schlorf


    Instead of jam-packing every day with new experiences, I wish I'd taken my foot off the gas as the trip progressed — for my grandma's sake as well as my own.As we reached days five and six of the trip, my excitement for the activities I planned dwindled, and I found myself wishing I hadn't planned them at all.Besides, the memories I cherish most from the trip weren't the museums or guided tours, they were the unplanned ones: a shared bottle of wine with our bed and breakfast hosts, a visit to an outdoor antique market, and a nightcap at a speakeasy.Despite the challenges, I'd love to travel with my grandma again
    I would love to go on another trip with my grandma.



    Emily Schlorf


    To anyone contemplating a multigenerational trip, I say do it, but be more considerate than I was.
    Take time to plan the trip together, think of everyone's needs, and be content with slowing down.Strolling through the city hand-in-hand with my grandma, I learned that it's OK to leave some stones unturned, because the real joy comes from who you're turning them with.
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    #666;">المصدر: https://www.businessinsider.com/first-time-international-travel-older-family-member-mistakes-lessons-2025-5" style="color: #0066cc; text-decoration: none;">www.businessinsider.com
    #0066cc;">#took #81yearold #grandma #international #trip #was #great #but #wish #i039d #known #more #about #traveling #with #older #relative #looking #back #there #are #few #mistakes #made #while #internationally #emily #schlorf #20250513t141201z #savesaved #read #app #this #story #available #exclusively #business #insider #subscribersbecome #and #start #reading #nowhave #account #summer #traveled #mom #sister #montreali #thought #grandma039s #physical #needs #when #planning #the #itineraryit #would039ve #been #nice #have #downtime #our #schedule #toodespite #living #miles #apart #always #closewe #share #love #for #quotdownton #abbeyquot #crossstitch #strong #coffee #couldn039t #imagine #spending #weeks #anywhere #her #sunny #kitchen #table #central #minnesotaof #course #naive #assume #time #unlimitedthat039s #one #reason #decided #embark #montreal #together #last #summeralthough #i039m #grateful #were #able #take #could #gone #lot #smoother #had #these #three #things #relativethe #itinerary #should #reflected #everyone039s #not #just #own #should039ve #considered #how #long #would #get #excursions #like #afternoon #tea #most #frequent #traveler #family #all #myself #approached #task #same #way #solo #travel #leaving #stone #unturnedi #wellprepared #days #given #that #she #walks #day #eats #far #balanced #diet #than #dowhat #failed #consider #though #difficult #walk #uneven #cobblestone #streetson #first #city #nearly #missed #reservation #since #didn039t #factor #slower #pace #we039d #accommodate #careful #stepsi #also #realize #exhausting #fullday #pines #tour #bealthough #fantastic #stops #monastery #local #museum #fivestar #resort #lunch #visit #villages #inspired #fictional #location #favorite #mystery #series #nine #hours #went #ninehour #progressed #turns #snoozing #seat #guide039s #vanupon #arriving #bed #breakfast #exclaimed #disagreesimilarly #limitations #choosing #restaurantsalthough #they #weren039t #lacking #ambiance #picture #patios #swallowed #bougainvillea #cool #brutalist #interiors #overlooking #lake #saint #louis #dim #lighting #small #font #sizes #challenging #menumy #mitigated #vision #issues #taking #menu #aloud #line #got #old #fastin #retrospect #shown #equipped #solutions #such #finding #online #zoom #phone #reminding #bring #readers #improve #dining #experiencea #means #extended #away #from #routineseveryone #gets #point #vacation #they039re #ready #return #home #argue #feeling #stronger #adults #who #once #twice #year #may #used #strict #daily #routinealthough #never #expressed #outright #noticed #became #less #game #granddaughters039 #plansfor #example #evening #wanted #check #out #shops #lining #saintlaurent #boulevard #preferred #takeout #hotelwe #compromised #walked #pick #dinner #ditched #shopping #plan #felt #bad #keeping #waitingi #memories #spontaneously #visited #speakeasy #instead #jampacking #every #new #experiences #taken #foot #off #gas #sake #well #ownas #reached #five #six #excitement #activities #planned #dwindled #found #wishing #hadn039t #them #allbesides #cherish #museums #guided #tours #unplanned #ones #shared #bottle #wine #hosts #outdoor #antique #market #nightcap #speakeasydespite #challenges #again #another #anyone #contemplating #multigenerational #say #considerate #wastake #think #content #slowing #downstrolling #through #handinhand #learned #it039s #leave #some #stones #unturned #because #real #joy #comes #you039re #turning #withrecommended #video
    I took my 81-year-old grandma on an international trip. It was great, but I wish I'd known more about traveling with an older relative.
    Looking back, there are a few mistakes I made while traveling internationally with my grandma. Emily Schlorf 2025-05-13T14:12:01Z Save Saved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? In summer 2024, I traveled with my grandma, mom, and sister to Montreal. I wish I'd thought more about my grandma's physical needs when planning the itinerary. It would've been nice to have more downtime in our schedule, too. Despite living 1,800 miles apart, my 81-year-old grandma and I have always been close. We share a love for "Downton Abbey," cross-stitch, and strong coffee, and I couldn't imagine spending weeks in the summer anywhere but her sunny kitchen table in central Minnesota.Of course, I'd be naive to assume my time with her is unlimited. That's one reason my grandma, mom, sister, and I decided to embark on a trip to Montreal together last summer.Although I'm grateful we were able to take this trip, it could have gone a lot smoother had I known these three things about traveling with an older relative. The itinerary should have reflected everyone's physical needs, not just my own I should've considered how long it would take my grandma to get to excursions like our afternoon tea. Emily Schlorf I'm the most frequent traveler in my family, so I took on all the planning myself and approached the task the same way I do for solo travel: leaving no stone unturned.I thought my grandma would be well-prepared for the long days, given that she walks 3 miles a day and eats a far more balanced diet than I do.What I failed to consider, though, was how difficult it would be for her to walk on the uneven cobblestone streets. On our first day in the city, we nearly missed an afternoon tea reservation since I didn't factor in the slower pace we'd have to take to accommodate my grandma's careful steps.I also didn't realize just how exhausting a full-day Three Pines tour would be. Although fantastic — with stops at a monastery, local museum, and five-star resort for lunch — our visit to the villages that inspired the fictional location of my grandma's favorite mystery series was nine hours long. My family and I went on a nine-hour tour of Three Pines. Emily Schlorf As the day progressed, we took turns snoozing in the back seat of our tour guide's van. Upon arriving back at the bed and breakfast, my grandma exclaimed how long of a day it was; and I didn't disagree.Similarly, I didn't consider my grandma's physical limitations when choosing restaurants. Although they weren't lacking in ambiance — picture patios swallowed in bougainvillea and cool, brutalist interiors overlooking Lake Saint Louis — the dim lighting and small font sizes made it challenging for her to read the menu.My mom, sister, and I mitigated my grandma's vision issues by taking turns reading the menu aloud, line by line, but that got old fast.In retrospect, I wish I'd shown up equipped with solutions, such as finding the menu online so she could zoom in on my phone or reminding her to bring her readers, to improve everyone's dining experience. A long trip means extended time away from routinesEveryone gets to a point on vacation when they're ready to return home, but I would argue that the feeling is stronger for older adults like my grandma, who travel once or twice a year and may be used to a strict daily routine.Although my grandma never expressed this feeling to me outright, I noticed as the days went on, she became less game for her granddaughters' plans.For example, on our last evening, my sister and I wanted to check out the shops lining Saint-Laurent Boulevard, but my grandma preferred to have takeout in the hotel.We compromised, and my sister and I walked to the boulevard to pick up dinner, but we ditched our shopping plan since we felt bad keeping my mom and grandma waiting.I wish we'd had more downtime together One of my favorite memories from the trip was when we spontaneously visited a speakeasy. Emily Schlorf Instead of jam-packing every day with new experiences, I wish I'd taken my foot off the gas as the trip progressed — for my grandma's sake as well as my own.As we reached days five and six of the trip, my excitement for the activities I planned dwindled, and I found myself wishing I hadn't planned them at all.Besides, the memories I cherish most from the trip weren't the museums or guided tours, they were the unplanned ones: a shared bottle of wine with our bed and breakfast hosts, a visit to an outdoor antique market, and a nightcap at a speakeasy.Despite the challenges, I'd love to travel with my grandma again I would love to go on another trip with my grandma. Emily Schlorf To anyone contemplating a multigenerational trip, I say do it, but be more considerate than I was. Take time to plan the trip together, think of everyone's needs, and be content with slowing down.Strolling through the city hand-in-hand with my grandma, I learned that it's OK to leave some stones unturned, because the real joy comes from who you're turning them with. Recommended video
    #took #81yearold #grandma #international #trip #was #great #but #wish #i039d #known #more #about #traveling #with #older #relative #looking #back #there #are #few #mistakes #made #while #internationally #emily #schlorf #20250513t141201z #savesaved #read #app #this #story #available #exclusively #business #insider #subscribersbecome #and #start #reading #nowhave #account #summer #traveled #mom #sister #montreali #thought #grandma039s #physical #needs #when #planning #the #itineraryit #would039ve #been #nice #have #downtime #our #schedule #toodespite #living #miles #apart #always #closewe #share #love #for #quotdownton #abbeyquot #crossstitch #strong #coffee #couldn039t #imagine #spending #weeks #anywhere #her #sunny #kitchen #table #central #minnesotaof #course #naive #assume #time #unlimitedthat039s #one #reason #decided #embark #montreal #together #last #summeralthough #i039m #grateful #were #able #take #could #gone #lot #smoother #had #these #three #things #relativethe #itinerary #should #reflected #everyone039s #not #just #own #should039ve #considered #how #long #would #get #excursions #like #afternoon #tea #most #frequent #traveler #family #all #myself #approached #task #same #way #solo #travel #leaving #stone #unturnedi #wellprepared #days #given #that #she #walks #day #eats #far #balanced #diet #than #dowhat #failed #consider #though #difficult #walk #uneven #cobblestone #streetson #first #city #nearly #missed #reservation #since #didn039t #factor #slower #pace #we039d #accommodate #careful #stepsi #also #realize #exhausting #fullday #pines #tour #bealthough #fantastic #stops #monastery #local #museum #fivestar #resort #lunch #visit #villages #inspired #fictional #location #favorite #mystery #series #nine #hours #went #ninehour #progressed #turns #snoozing #seat #guide039s #vanupon #arriving #bed #breakfast #exclaimed #disagreesimilarly #limitations #choosing #restaurantsalthough #they #weren039t #lacking #ambiance #picture #patios #swallowed #bougainvillea #cool #brutalist #interiors #overlooking #lake #saint #louis #dim #lighting #small #font #sizes #challenging #menumy #mitigated #vision #issues #taking #menu #aloud #line #got #old #fastin #retrospect #shown #equipped #solutions #such #finding #online #zoom #phone #reminding #bring #readers #improve #dining #experiencea #means #extended #away #from #routineseveryone #gets #point #vacation #they039re #ready #return #home #argue #feeling #stronger #adults #who #once #twice #year #may #used #strict #daily #routinealthough #never #expressed #outright #noticed #became #less #game #granddaughters039 #plansfor #example #evening #wanted #check #out #shops #lining #saintlaurent #boulevard #preferred #takeout #hotelwe #compromised #walked #pick #dinner #ditched #shopping #plan #felt #bad #keeping #waitingi #memories #spontaneously #visited #speakeasy #instead #jampacking #every #new #experiences #taken #foot #off #gas #sake #well #ownas #reached #five #six #excitement #activities #planned #dwindled #found #wishing #hadn039t #them #allbesides #cherish #museums #guided #tours #unplanned #ones #shared #bottle #wine #hosts #outdoor #antique #market #nightcap #speakeasydespite #challenges #again #another #anyone #contemplating #multigenerational #say #considerate #wastake #think #content #slowing #downstrolling #through #handinhand #learned #it039s #leave #some #stones #unturned #because #real #joy #comes #you039re #turning #withrecommended #video
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    I took my 81-year-old grandma on an international trip. It was great, but I wish I'd known more about traveling with an older relative.
    Looking back, there are a few mistakes I made while traveling internationally with my grandma. Emily Schlorf 2025-05-13T14:12:01Z Save Saved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? In summer 2024, I traveled with my grandma, mom, and sister to Montreal. I wish I'd thought more about my grandma's physical needs when planning the itinerary. It would've been nice to have more downtime in our schedule, too. Despite living 1,800 miles apart, my 81-year-old grandma and I have always been close. We share a love for "Downton Abbey," cross-stitch, and strong coffee, and I couldn't imagine spending weeks in the summer anywhere but her sunny kitchen table in central Minnesota.Of course, I'd be naive to assume my time with her is unlimited. That's one reason my grandma, mom, sister, and I decided to embark on a trip to Montreal together last summer.Although I'm grateful we were able to take this trip, it could have gone a lot smoother had I known these three things about traveling with an older relative. The itinerary should have reflected everyone's physical needs, not just my own I should've considered how long it would take my grandma to get to excursions like our afternoon tea. Emily Schlorf I'm the most frequent traveler in my family, so I took on all the planning myself and approached the task the same way I do for solo travel: leaving no stone unturned.I thought my grandma would be well-prepared for the long days, given that she walks 3 miles a day and eats a far more balanced diet than I do.What I failed to consider, though, was how difficult it would be for her to walk on the uneven cobblestone streets. On our first day in the city, we nearly missed an afternoon tea reservation since I didn't factor in the slower pace we'd have to take to accommodate my grandma's careful steps.I also didn't realize just how exhausting a full-day Three Pines tour would be. Although fantastic — with stops at a monastery, local museum, and five-star resort for lunch — our visit to the villages that inspired the fictional location of my grandma's favorite mystery series was nine hours long. My family and I went on a nine-hour tour of Three Pines. Emily Schlorf As the day progressed, we took turns snoozing in the back seat of our tour guide's van. Upon arriving back at the bed and breakfast, my grandma exclaimed how long of a day it was; and I didn't disagree.Similarly, I didn't consider my grandma's physical limitations when choosing restaurants. Although they weren't lacking in ambiance — picture patios swallowed in bougainvillea and cool, brutalist interiors overlooking Lake Saint Louis — the dim lighting and small font sizes made it challenging for her to read the menu.My mom, sister, and I mitigated my grandma's vision issues by taking turns reading the menu aloud, line by line, but that got old fast.In retrospect, I wish I'd shown up equipped with solutions, such as finding the menu online so she could zoom in on my phone or reminding her to bring her readers, to improve everyone's dining experience. A long trip means extended time away from routinesEveryone gets to a point on vacation when they're ready to return home, but I would argue that the feeling is stronger for older adults like my grandma, who travel once or twice a year and may be used to a strict daily routine.Although my grandma never expressed this feeling to me outright, I noticed as the days went on, she became less game for her granddaughters' plans.For example, on our last evening, my sister and I wanted to check out the shops lining Saint-Laurent Boulevard, but my grandma preferred to have takeout in the hotel.We compromised, and my sister and I walked to the boulevard to pick up dinner, but we ditched our shopping plan since we felt bad keeping my mom and grandma waiting.I wish we'd had more downtime together One of my favorite memories from the trip was when we spontaneously visited a speakeasy. Emily Schlorf Instead of jam-packing every day with new experiences, I wish I'd taken my foot off the gas as the trip progressed — for my grandma's sake as well as my own.As we reached days five and six of the trip, my excitement for the activities I planned dwindled, and I found myself wishing I hadn't planned them at all.Besides, the memories I cherish most from the trip weren't the museums or guided tours, they were the unplanned ones: a shared bottle of wine with our bed and breakfast hosts, a visit to an outdoor antique market, and a nightcap at a speakeasy.Despite the challenges, I'd love to travel with my grandma again I would love to go on another trip with my grandma. Emily Schlorf To anyone contemplating a multigenerational trip, I say do it, but be more considerate than I was. Take time to plan the trip together, think of everyone's needs, and be content with slowing down.Strolling through the city hand-in-hand with my grandma, I learned that it's OK to leave some stones unturned, because the real joy comes from who you're turning them with. Recommended video
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  • #333;">How to Spot AI Hype and Avoid The AI Con, According to Two Experts
    "Artificial intelligence, if we're being frank, is a con: a bill of goods you are being sold to line someone's pockets."That is the heart of the argument that linguist Emily Bender and sociologist Alex Hanna make in their new book The AI Con.
    It's a useful guide for anyone whose life has intersected with technologies sold as artificial intelligence and anyone who's questioned their real usefulness, which is most of us.
    Bender is a professor at the University of Washington who was named one of Time magazine's most influential people in artificial intelligence, and Hanna is the director of research at the nonprofit Distributed AI Research Institute and a former member of the ethical AI team at Google.The explosion of ChatGPT in late 2022 kicked off a new hype cycle in AI.
    Hype, as the authors define it, is the "aggrandizement" of technology that you are convinced you need to buy or invest in "lest you miss out on entertainment or pleasure, monetary reward, return on investment, or market share." But it's not the first time, nor likely the last, that scholars, government leaders and regular people have been intrigued and worried by the idea of machine learning and AI.Bender and Hanna trace the roots of machine learning back to the 1950s, to when mathematician John McCarthy coined the term artificial intelligence.
    It was in an era when the United States was looking to fund projects that would help the country gain any kind of edge on the Soviets militarily, ideologically and technologically.
    "It didn't spring whole cloth out of Zeus's head or anything.
    This has a longer history," Hanna said in an interview with CNET.
    "It's certainly not the first hype cycle with, quote, unquote, AI."Today's hype cycle is propelled by the billions of dollars of venture capital investment into startups like OpenAI and the tech giants like Meta, Google and Microsoft pouring billions of dollars into AI research and development.
    The result is clear, with all the newest phones, laptops and software updates drenched in AI-washing.
    And there are no signs that AI research and development will slow down, thanks in part to a growing motivation to beat China in AI development.
    Not the first hype cycle indeed.Of course, generative AI in 2025 is much more advanced than the Eliza psychotherapy chatbot that first enraptured scientists in the 1970s.
    Today's business leaders and workers are inundated with hype, with a heavy dose of FOMO and seemingly complex but often misused jargon.
    Listening to tech leaders and AI enthusiasts, it might seem like AI will take your job to save your company money.
    But the authors argue that neither is wholly likely, which is one reason why it's important to recognize and break through the hype.So how do we recognize AI hype? These are a few telltale signs, according to Bender and Hanna, that we share below.
    The authors outline more questions to ask and strategies for AI hype busting in their book, which is out now in the US.Watch out for language that humanizes AIAnthropomorphizing, or the process of giving an inanimate object human-like characteristics or qualities, is a big part of building AI hype.
    An example of this kind of language can be found when AI companies say their chatbots can now "see" and "think."These can be useful comparisons when trying to describe the ability of new object-identifying AI programs or deep-reasoning AI models, but they can also be misleading.
    AI chatbots aren't capable of seeing of thinking because they don't have brains.
    Even the idea of neural nets, Hanna noted in our interview and in the book, is based on human understanding of neurons from the 1950s, not actually how neurons work, but it can fool us into believing there's a brain behind the machine.That belief is something we're predisposed to because of how we as humans process language.
    We're conditioned to imagine that there is a mind behind the text we see, even when we know it's generated by AI, Bender said.
    "We interpret language by developing a model in our minds of who the speaker was," Bender added.In these models, we use our knowledge of the person speaking to create meaning, not just using the meaning of the words they say.
    "So when we encounter synthetic text extruded from something like ChatGPT, we're going to do the same thing," Bender said.
    "And it is very hard to remind ourselves that the mind isn't there.
    It's just a construct that we have produced."The authors argue that part of why AI companies try to convince us their products are human-like is that this sets the foreground for them to convince us that AI can replace humans, whether it's at work or as creators.
    It's compelling for us to believe that AI could be the silver bullet fix to complicated problems in critical industries like health care and government services.But more often than not, the authors argue, AI isn't bring used to fix anything.
    AI is sold with the goal of efficiency, but AI services end up replacing qualified workers with black box machines that need copious amounts of babysitting from underpaid contract or gig workers.
    As Hanna put it in our interview, "AI is not going to take your job, but it will make your job shittier."Be dubious of the phrase 'super intelligence'If a human can't do something, you should be wary of claims that an AI can do it.
    "Superhuman intelligence, or super intelligence, is a very dangerous turn of phrase, insofar as it thinks that some technology is going to make humans superfluous," Hanna said.
    In "certain domains, like pattern matching at scale, computers are quite good at that.
    But if there's an idea that there's going to be a superhuman poem, or a superhuman notion of research or doing science, that is clear hype." Bender added, "And we don't talk about airplanes as superhuman flyers or rulers as superhuman measurers, it seems to be only in this AI space that that comes up."The idea of AI "super intelligence" comes up often when people talk about artificial general intelligence.
    Many CEOs struggle to define what exactly AGI is, but it's essentially AI's most advanced form, potentially capable of making decisions and handling complex tasks.
    There's still no evidence we're anywhere near a future enabled by AGI, but it's a popular buzzword.Many of these future-looking statements from AI leaders borrow tropes from science fiction.
    Both boosters and doomers — how Bender and Hanna describe AI enthusiasts and those worried about the potential for harm — rely on sci-fi scenarios.
    The boosters imagine an AI-powered futuristic society.
    The doomers bemoan a future where AI robots take over the world and wipe out humanity.The connecting thread, according to the authors, is an unshakable belief that AI is smarter than humans and inevitable.
    "One of the things that we see a lot in the discourse is this idea that the future is fixed, and it's just a question of how fast we get there," Bender said.
    "And then there's this claim that this particular technology is a step on that path, and it's all marketing.
    It is helpful to be able to see behind it."Part of why AI is so popular is that an autonomous functional AI assistant would mean AI companies are fulfilling their promises of world-changing innovation to their investors.
    Planning for that future — whether it's a utopia or dystopia — keeps investors looking forward as the companies burn through billions of dollars and admit they'll miss their carbon emission goals.
    For better or worse, life is not science fiction.
    Whenever you see someone claiming their AI product is straight out of a movie, it's a good sign to approach with skepticism.
    Ask what goes in and how outputs are evaluatedOne of the easiest ways to see through AI marketing fluff is to look and see whether the company is disclosing how it operates.
    Many AI companies won't tell you what content is used to train their models.
    But they usually disclose what the company does with your data and sometimes brag about how their models stack up against competitors.
    That's where you should start looking, typically in their privacy policies.One of the top complaints and concerns from creators is how AI models are trained.
    There are many lawsuits over alleged copyright infringement, and there are a lot of concerns over bias in AI chatbots and their capacity for harm.
    "If you wanted to create a system that is designed to move things forward rather than reproduce the oppressions of the past, you would have to start by curating your data," Bender said.
    Instead, AI companies are grabbing "everything that wasn't nailed down on the internet," Hanna said.If you're hearing about an AI product for the first time, one thing in particular to look out for is any kind of statistic that highlights its effectiveness.
    Like many other researchers, Bender and Hanna have called out that a finding with no citation is a red flag.
    "Anytime someone is selling you something but not giving you access to how it was evaluated, you are on thin ice," Bender said.It can be frustrating and disappointing when AI companies don't disclose certain information about how their AI products work and how they were developed.
    But recognizing those holes in their sales pitch can help deflate hype, even though it would be better to have the information.
    For more, check out our full ChatGPT glossary and how to turn off Apple Intelligence.
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#talk #about #airplanes #flyers #rulers #measurers #seems #only #space #comes #upquotthe #quotsuper #intelligencequot #general #intelligencemany #ceos #struggle #what #exactly #agi #essentially #ai039s #form #potentially #making #decisions #handling #tasksthere039s #still #evidence #anywhere #near #future #enabled #popularbuzzwordmany #futurelooking #statements #borrow #tropes #fictionboth #boosters #doomers #those #potential #harm #rely #scifi #scenariosthe #aipowered #futuristic #societythe #bemoan #where #robots #over #world #wipe #humanitythe #connecting #thread #unshakable #smarter #inevitablequotone #things #lot #discourse #fixed #question #fast #get #therequot #then #claim #particular #step #path #marketingit #helpful #able #itquotpart #popular #autonomous #functional #assistant #mean #fulfilling #promises #worldchanging #innovation #investorsplanning #utopia #dystopia #keeps #investors #forward #burn #admit #they039ll #carbon #emission #goalsfor #better #worse #fictionwhenever #someone #claiming #product #straight #movie #sign #approach #skepticism #goes #outputs #evaluatedone #easiest #ways #marketing #fluff #look #disclosing #operatesmany #won039t #tell #content #train #modelsbut #usually #disclose #does #data #sometimes #brag #stack #against #competitorsthat039s #start #typically #privacy #policiesone #top #complaints #concernsfrom #creators #trainedthere #many #lawsuits #alleged #copyright #infringement #concerns #bias #capacity #harmquotif #wanted #system #designed #move #rather #reproduce #oppressions #past #curating #dataquot #saidinstead #grabbing #quoteverything #wasn039t #nailed #internetquot #saidif #you039re #hearing #thing #statistic #highlights #its #effectivenesslike #other #researchers #called #finding #citation #red #flagquotanytime #selling #access #evaluated #thin #icequot #saidit #frustrating #disappointing #certain #information #were #developedbut #recognizing #holes #sales #pitch #deflate #though #informationfor #check #fullchatgpt #glossary #offapple
    How to Spot AI Hype and Avoid The AI Con, According to Two Experts
    "Artificial intelligence, if we're being frank, is a con: a bill of goods you are being sold to line someone's pockets."That is the heart of the argument that linguist Emily Bender and sociologist Alex Hanna make in their new book The AI Con. It's a useful guide for anyone whose life has intersected with technologies sold as artificial intelligence and anyone who's questioned their real usefulness, which is most of us. Bender is a professor at the University of Washington who was named one of Time magazine's most influential people in artificial intelligence, and Hanna is the director of research at the nonprofit Distributed AI Research Institute and a former member of the ethical AI team at Google.The explosion of ChatGPT in late 2022 kicked off a new hype cycle in AI. Hype, as the authors define it, is the "aggrandizement" of technology that you are convinced you need to buy or invest in "lest you miss out on entertainment or pleasure, monetary reward, return on investment, or market share." But it's not the first time, nor likely the last, that scholars, government leaders and regular people have been intrigued and worried by the idea of machine learning and AI.Bender and Hanna trace the roots of machine learning back to the 1950s, to when mathematician John McCarthy coined the term artificial intelligence. It was in an era when the United States was looking to fund projects that would help the country gain any kind of edge on the Soviets militarily, ideologically and technologically. "It didn't spring whole cloth out of Zeus's head or anything. This has a longer history," Hanna said in an interview with CNET. "It's certainly not the first hype cycle with, quote, unquote, AI."Today's hype cycle is propelled by the billions of dollars of venture capital investment into startups like OpenAI and the tech giants like Meta, Google and Microsoft pouring billions of dollars into AI research and development. The result is clear, with all the newest phones, laptops and software updates drenched in AI-washing. And there are no signs that AI research and development will slow down, thanks in part to a growing motivation to beat China in AI development. Not the first hype cycle indeed.Of course, generative AI in 2025 is much more advanced than the Eliza psychotherapy chatbot that first enraptured scientists in the 1970s. Today's business leaders and workers are inundated with hype, with a heavy dose of FOMO and seemingly complex but often misused jargon. Listening to tech leaders and AI enthusiasts, it might seem like AI will take your job to save your company money. But the authors argue that neither is wholly likely, which is one reason why it's important to recognize and break through the hype.So how do we recognize AI hype? These are a few telltale signs, according to Bender and Hanna, that we share below. The authors outline more questions to ask and strategies for AI hype busting in their book, which is out now in the US.Watch out for language that humanizes AIAnthropomorphizing, or the process of giving an inanimate object human-like characteristics or qualities, is a big part of building AI hype. An example of this kind of language can be found when AI companies say their chatbots can now "see" and "think."These can be useful comparisons when trying to describe the ability of new object-identifying AI programs or deep-reasoning AI models, but they can also be misleading. AI chatbots aren't capable of seeing of thinking because they don't have brains. Even the idea of neural nets, Hanna noted in our interview and in the book, is based on human understanding of neurons from the 1950s, not actually how neurons work, but it can fool us into believing there's a brain behind the machine.That belief is something we're predisposed to because of how we as humans process language. We're conditioned to imagine that there is a mind behind the text we see, even when we know it's generated by AI, Bender said. "We interpret language by developing a model in our minds of who the speaker was," Bender added.In these models, we use our knowledge of the person speaking to create meaning, not just using the meaning of the words they say. "So when we encounter synthetic text extruded from something like ChatGPT, we're going to do the same thing," Bender said. "And it is very hard to remind ourselves that the mind isn't there. It's just a construct that we have produced."The authors argue that part of why AI companies try to convince us their products are human-like is that this sets the foreground for them to convince us that AI can replace humans, whether it's at work or as creators. It's compelling for us to believe that AI could be the silver bullet fix to complicated problems in critical industries like health care and government services.But more often than not, the authors argue, AI isn't bring used to fix anything. AI is sold with the goal of efficiency, but AI services end up replacing qualified workers with black box machines that need copious amounts of babysitting from underpaid contract or gig workers. As Hanna put it in our interview, "AI is not going to take your job, but it will make your job shittier."Be dubious of the phrase 'super intelligence'If a human can't do something, you should be wary of claims that an AI can do it. "Superhuman intelligence, or super intelligence, is a very dangerous turn of phrase, insofar as it thinks that some technology is going to make humans superfluous," Hanna said. In "certain domains, like pattern matching at scale, computers are quite good at that. But if there's an idea that there's going to be a superhuman poem, or a superhuman notion of research or doing science, that is clear hype." Bender added, "And we don't talk about airplanes as superhuman flyers or rulers as superhuman measurers, it seems to be only in this AI space that that comes up."The idea of AI "super intelligence" comes up often when people talk about artificial general intelligence. Many CEOs struggle to define what exactly AGI is, but it's essentially AI's most advanced form, potentially capable of making decisions and handling complex tasks. There's still no evidence we're anywhere near a future enabled by AGI, but it's a popular buzzword.Many of these future-looking statements from AI leaders borrow tropes from science fiction. Both boosters and doomers — how Bender and Hanna describe AI enthusiasts and those worried about the potential for harm — rely on sci-fi scenarios. The boosters imagine an AI-powered futuristic society. The doomers bemoan a future where AI robots take over the world and wipe out humanity.The connecting thread, according to the authors, is an unshakable belief that AI is smarter than humans and inevitable. "One of the things that we see a lot in the discourse is this idea that the future is fixed, and it's just a question of how fast we get there," Bender said. "And then there's this claim that this particular technology is a step on that path, and it's all marketing. It is helpful to be able to see behind it."Part of why AI is so popular is that an autonomous functional AI assistant would mean AI companies are fulfilling their promises of world-changing innovation to their investors. Planning for that future — whether it's a utopia or dystopia — keeps investors looking forward as the companies burn through billions of dollars and admit they'll miss their carbon emission goals. For better or worse, life is not science fiction. Whenever you see someone claiming their AI product is straight out of a movie, it's a good sign to approach with skepticism. Ask what goes in and how outputs are evaluatedOne of the easiest ways to see through AI marketing fluff is to look and see whether the company is disclosing how it operates. Many AI companies won't tell you what content is used to train their models. But they usually disclose what the company does with your data and sometimes brag about how their models stack up against competitors. That's where you should start looking, typically in their privacy policies.One of the top complaints and concerns from creators is how AI models are trained. There are many lawsuits over alleged copyright infringement, and there are a lot of concerns over bias in AI chatbots and their capacity for harm. "If you wanted to create a system that is designed to move things forward rather than reproduce the oppressions of the past, you would have to start by curating your data," Bender said. Instead, AI companies are grabbing "everything that wasn't nailed down on the internet," Hanna said.If you're hearing about an AI product for the first time, one thing in particular to look out for is any kind of statistic that highlights its effectiveness. Like many other researchers, Bender and Hanna have called out that a finding with no citation is a red flag. "Anytime someone is selling you something but not giving you access to how it was evaluated, you are on thin ice," Bender said.It can be frustrating and disappointing when AI companies don't disclose certain information about how their AI products work and how they were developed. But recognizing those holes in their sales pitch can help deflate hype, even though it would be better to have the information. For more, check out our full ChatGPT glossary and how to turn off Apple Intelligence.
    المصدر: www.cnet.com
    #how #spot #hype #and #avoid #the #con #according #two #experts #quotartificial #intelligence #we039re #being #frank #bill #goods #you #are #sold #line #someone039s #pocketsquotthat #heart #argument #that #linguist #emily #bender #sociologist #alex #hannamake #their #new #bookthe #conit039s #useful #guide #for #anyone #whose #life #has #intersected #with #technologies #artificial #who039s #questioned #real #usefulness #which #most #usbender #professor #university #washington #who #was #named #one #time #magazine039s #influential #people #hanna #director #research #nonprofit #distributed #instituteand #former #member #ethical #team #googlethe #explosion #chatgpt #late #kicked #off #cycle #aihype #authors #define #quotaggrandizementquot #technology #convinced #need #buy #invest #quotlest #miss #out #entertainment #pleasure #monetary #reward #return #investment #market #sharequot #but #it039s #not #first #nor #likely #last #scholars #government #leaders #regular #have #been #intrigued #worried #idea #machine #learning #aibender #trace #roots #back #1950s #when #mathematician #john #mccarthy #coined #term #intelligenceit #era #united #states #looking #fund #projects #would #help #country #gain #any #kind #edge #soviets #militarily #ideologically #technologicallyquotit #didn039t #spring #whole #cloth #zeus039s #head #anythingthis #longer #historyquot #said #interview #cnetquotit039s #certainly #quote #unquote #aiquottoday039s #propelled #billions #dollars #venture #capital #into #startups #like #openai #tech #giants #meta #google #microsoft #pouring #developmentthe #result #clear #all #newest #phones #laptops #software #updates #drenched #aiwashingand #there #signs #development #will #slow #down #thanks #part #growing #motivation #beat #china #developmentnot #indeedof #course #generative #much #more #advanced #than #eliza #psychotherapy #chatbot #enraptured #scientists #1970stoday039s #business #workers #inundated #heavy #dose #fomo #seemingly #complex #often #misused #jargonlistening #enthusiasts #might #seem #take #your #job #save #company #moneybut #argue #neither #wholly #reason #why #important #recognize #break #through #hypeso #these #few #telltale #share #belowthe #outline #questions #ask #strategies #busting #book #now #uswatch #language #humanizes #aianthropomorphizing #process #giving #inanimate #object #humanlike #characteristics #qualities #big #building #hypean #example #this #can #found #companies #say #chatbots #quotseequot #quotthinkquotthese #comparisons #trying #describe #ability #objectidentifying #programs #deepreasoning #models #they #also #misleadingai #aren039t #capable #seeing #thinking #because #don039t #brainseven #neural #nets #noted #our #based #human #understanding #neurons #from #actually #work #fool #believing #there039s #brain #behind #machinethat #belief #something #predisposed #humans #languagewe039re #conditioned #imagine #mind #text #see #even #know #generated #saidquotwe #interpret #developing #model #minds #speaker #wasquot #addedin #use #knowledge #person #speaking #create #meaning #just #using #words #sayquotso #encounter #synthetic #extruded #going #same #thingquot #saidquotand #very #hard #remind #ourselves #isn039t #thereit039s #construct #producedquotthe #try #convince #products #sets #foreground #them #replace #whether #creatorsit039s #compelling #believe #could #silver #bullet #fix #complicated #problems #critical #industries #health #care #servicesbut #bring #used #anythingai #goal #efficiency #services #end #replacing #qualified #black #box #machines #copious #amounts #babysitting #underpaid #contract #gig #workersas #put #quotai #make #shittierquotbe #dubious #phrase #039super #intelligence039if #can039t #should #wary #claims #itquotsuperhuman #super #dangerous #turn #insofar #thinks #some #superfluousquot #saidin #quotcertain #domains #pattern #matching #scale #computers #quite #good #thatbut #superhuman #poem #notion #doing #science #hypequot #added #quotand #talk #about #airplanes #flyers #rulers #measurers #seems #only #space #comes #upquotthe #quotsuper #intelligencequot #general #intelligencemany #ceos #struggle #what #exactly #agi #essentially #ai039s #form #potentially #making #decisions #handling #tasksthere039s #still #evidence #anywhere #near #future #enabled #popularbuzzwordmany #futurelooking #statements #borrow #tropes #fictionboth #boosters #doomers #those #potential #harm #rely #scifi #scenariosthe #aipowered #futuristic #societythe #bemoan #where #robots #over #world #wipe #humanitythe #connecting #thread #unshakable #smarter #inevitablequotone #things #lot #discourse #fixed #question #fast #get #therequot #then #claim #particular #step #path #marketingit #helpful #able #itquotpart #popular #autonomous #functional #assistant #mean #fulfilling #promises #worldchanging #innovation #investorsplanning #utopia #dystopia #keeps #investors #forward #burn #admit #they039ll #carbon #emission #goalsfor #better #worse #fictionwhenever #someone #claiming #product #straight #movie #sign #approach #skepticism #goes #outputs #evaluatedone #easiest #ways #marketing #fluff #look #disclosing #operatesmany #won039t #tell #content #train #modelsbut #usually #disclose #does #data #sometimes #brag #stack #against #competitorsthat039s #start #typically #privacy #policiesone #top #complaints #concernsfrom #creators #trainedthere #many #lawsuits #alleged #copyright #infringement #concerns #bias #capacity #harmquotif #wanted #system #designed #move #rather #reproduce #oppressions #past #curating #dataquot #saidinstead #grabbing #quoteverything #wasn039t #nailed #internetquot #saidif #you039re #hearing #thing #statistic #highlights #its #effectivenesslike #other #researchers #called #finding #citation #red #flagquotanytime #selling #access #evaluated #thin #icequot #saidit #frustrating #disappointing #certain #information #were #developedbut #recognizing #holes #sales #pitch #deflate #though #informationfor #check #fullchatgpt #glossary 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    How to Spot AI Hype and Avoid The AI Con, According to Two Experts
    "Artificial intelligence, if we're being frank, is a con: a bill of goods you are being sold to line someone's pockets."That is the heart of the argument that linguist Emily Bender and sociologist Alex Hanna make in their new book The AI Con. It's a useful guide for anyone whose life has intersected with technologies sold as artificial intelligence and anyone who's questioned their real usefulness, which is most of us. Bender is a professor at the University of Washington who was named one of Time magazine's most influential people in artificial intelligence, and Hanna is the director of research at the nonprofit Distributed AI Research Institute and a former member of the ethical AI team at Google.The explosion of ChatGPT in late 2022 kicked off a new hype cycle in AI. Hype, as the authors define it, is the "aggrandizement" of technology that you are convinced you need to buy or invest in "lest you miss out on entertainment or pleasure, monetary reward, return on investment, or market share." But it's not the first time, nor likely the last, that scholars, government leaders and regular people have been intrigued and worried by the idea of machine learning and AI.Bender and Hanna trace the roots of machine learning back to the 1950s, to when mathematician John McCarthy coined the term artificial intelligence. It was in an era when the United States was looking to fund projects that would help the country gain any kind of edge on the Soviets militarily, ideologically and technologically. "It didn't spring whole cloth out of Zeus's head or anything. This has a longer history," Hanna said in an interview with CNET. "It's certainly not the first hype cycle with, quote, unquote, AI."Today's hype cycle is propelled by the billions of dollars of venture capital investment into startups like OpenAI and the tech giants like Meta, Google and Microsoft pouring billions of dollars into AI research and development. The result is clear, with all the newest phones, laptops and software updates drenched in AI-washing. And there are no signs that AI research and development will slow down, thanks in part to a growing motivation to beat China in AI development. Not the first hype cycle indeed.Of course, generative AI in 2025 is much more advanced than the Eliza psychotherapy chatbot that first enraptured scientists in the 1970s. Today's business leaders and workers are inundated with hype, with a heavy dose of FOMO and seemingly complex but often misused jargon. Listening to tech leaders and AI enthusiasts, it might seem like AI will take your job to save your company money. But the authors argue that neither is wholly likely, which is one reason why it's important to recognize and break through the hype.So how do we recognize AI hype? These are a few telltale signs, according to Bender and Hanna, that we share below. The authors outline more questions to ask and strategies for AI hype busting in their book, which is out now in the US.Watch out for language that humanizes AIAnthropomorphizing, or the process of giving an inanimate object human-like characteristics or qualities, is a big part of building AI hype. An example of this kind of language can be found when AI companies say their chatbots can now "see" and "think."These can be useful comparisons when trying to describe the ability of new object-identifying AI programs or deep-reasoning AI models, but they can also be misleading. AI chatbots aren't capable of seeing of thinking because they don't have brains. Even the idea of neural nets, Hanna noted in our interview and in the book, is based on human understanding of neurons from the 1950s, not actually how neurons work, but it can fool us into believing there's a brain behind the machine.That belief is something we're predisposed to because of how we as humans process language. We're conditioned to imagine that there is a mind behind the text we see, even when we know it's generated by AI, Bender said. "We interpret language by developing a model in our minds of who the speaker was," Bender added.In these models, we use our knowledge of the person speaking to create meaning, not just using the meaning of the words they say. "So when we encounter synthetic text extruded from something like ChatGPT, we're going to do the same thing," Bender said. "And it is very hard to remind ourselves that the mind isn't there. It's just a construct that we have produced."The authors argue that part of why AI companies try to convince us their products are human-like is that this sets the foreground for them to convince us that AI can replace humans, whether it's at work or as creators. It's compelling for us to believe that AI could be the silver bullet fix to complicated problems in critical industries like health care and government services.But more often than not, the authors argue, AI isn't bring used to fix anything. AI is sold with the goal of efficiency, but AI services end up replacing qualified workers with black box machines that need copious amounts of babysitting from underpaid contract or gig workers. As Hanna put it in our interview, "AI is not going to take your job, but it will make your job shittier."Be dubious of the phrase 'super intelligence'If a human can't do something, you should be wary of claims that an AI can do it. "Superhuman intelligence, or super intelligence, is a very dangerous turn of phrase, insofar as it thinks that some technology is going to make humans superfluous," Hanna said. In "certain domains, like pattern matching at scale, computers are quite good at that. But if there's an idea that there's going to be a superhuman poem, or a superhuman notion of research or doing science, that is clear hype." Bender added, "And we don't talk about airplanes as superhuman flyers or rulers as superhuman measurers, it seems to be only in this AI space that that comes up."The idea of AI "super intelligence" comes up often when people talk about artificial general intelligence. Many CEOs struggle to define what exactly AGI is, but it's essentially AI's most advanced form, potentially capable of making decisions and handling complex tasks. There's still no evidence we're anywhere near a future enabled by AGI, but it's a popular buzzword.Many of these future-looking statements from AI leaders borrow tropes from science fiction. Both boosters and doomers — how Bender and Hanna describe AI enthusiasts and those worried about the potential for harm — rely on sci-fi scenarios. The boosters imagine an AI-powered futuristic society. The doomers bemoan a future where AI robots take over the world and wipe out humanity.The connecting thread, according to the authors, is an unshakable belief that AI is smarter than humans and inevitable. "One of the things that we see a lot in the discourse is this idea that the future is fixed, and it's just a question of how fast we get there," Bender said. "And then there's this claim that this particular technology is a step on that path, and it's all marketing. It is helpful to be able to see behind it."Part of why AI is so popular is that an autonomous functional AI assistant would mean AI companies are fulfilling their promises of world-changing innovation to their investors. Planning for that future — whether it's a utopia or dystopia — keeps investors looking forward as the companies burn through billions of dollars and admit they'll miss their carbon emission goals. For better or worse, life is not science fiction. Whenever you see someone claiming their AI product is straight out of a movie, it's a good sign to approach with skepticism. Ask what goes in and how outputs are evaluatedOne of the easiest ways to see through AI marketing fluff is to look and see whether the company is disclosing how it operates. Many AI companies won't tell you what content is used to train their models. But they usually disclose what the company does with your data and sometimes brag about how their models stack up against competitors. That's where you should start looking, typically in their privacy policies.One of the top complaints and concerns from creators is how AI models are trained. There are many lawsuits over alleged copyright infringement, and there are a lot of concerns over bias in AI chatbots and their capacity for harm. "If you wanted to create a system that is designed to move things forward rather than reproduce the oppressions of the past, you would have to start by curating your data," Bender said. Instead, AI companies are grabbing "everything that wasn't nailed down on the internet," Hanna said.If you're hearing about an AI product for the first time, one thing in particular to look out for is any kind of statistic that highlights its effectiveness. Like many other researchers, Bender and Hanna have called out that a finding with no citation is a red flag. "Anytime someone is selling you something but not giving you access to how it was evaluated, you are on thin ice," Bender said.It can be frustrating and disappointing when AI companies don't disclose certain information about how their AI products work and how they were developed. But recognizing those holes in their sales pitch can help deflate hype, even though it would be better to have the information. For more, check out our full ChatGPT glossary and how to turn off Apple Intelligence.
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  • #333;">Government Furiously Trying to Undo Elon Musk's Damage
    Federal agencies scrambled to bring back over $220 million worth of contracts after Elon Musk's so-called Department of Government Efficiency cancelled them, .However, of those 44 contracts that were cancelled and eventually reinstated, DOGE is still citing all but one of them as examples of the government spending the group supposedly saved on its website's error-plagued "Wall of Receipts." The White House told the NYT that this is "paperwork lag" that will be fixed.Clerical errors or not, the "zombie contracts" are a damning sign of the chaos sowed by the billionaire's hasty and sweeping cost-cutting that would seem antithetical to its stated goals of efficiency."They should have used a scalpel," Rachel Dinkes of the Knowledge Alliance, an association of education companies that includes one that lost a contract, told the NYT.
    "But instead they went in with an axe and chopped it all down." Musk brought the Silicon Valley ethos of "move fast and break things" he uses at his business ventures, like SpaceX, to his cleaning house of the federal government.
    And this, it seems, resulted in a lot of wasted time and effort.Some of the contracts DOGE cancelled were required by law, according to the NYT, and some were for skills that the government needed but didn't have.
    The whiplash was most felt at the Department of Veterans Affairs, which reversed 16 cancelled contracts — the highest of any agency in the NYT's analysis.Many of the contracts that DOGE cancelled were reinstated almost immediately.
    The Environmental Protection Agency, for example, revived a contract just two and a half hours after Musk's team cancelled it, the paper found.
    Others were brought back within days.After losing a contract with the US Department of Agriculture in February, Raquel Romero and her husband gained it back four days later.
    The USDA told the NYT that it reinstated the contract after discovering that it was "required by statute," but declined to specify which one.
    Romero believes that a senior lawyer at the agency, who was a supporter of the couple's work, intervened on their behalf."All I know is, she retired two weeks later," Romero told the NYT.The waste doesn't end there.
    Since the contracts are necessary, it puts the fired contractors in a stronger bargaining position when the government comes crawling back.
    In the case of the EPA contract, the agency agreed to pay $171,000 more than before the cancellation.
    In other words, these cuts are costing, not saving, the government money.A White House spokesperson, however, tried to spin the flurry of reversals as a positive sign that the agencies are complying with Musk's chaotic directions, while also playing down the misleading savings claims on DOGE's website."The DOGE Wall of Receipts provides the latest and most accurate information following a thorough assessment, which takes time," White House spokesman Harrison Fields told the NYT.
    "Updates to the DOGE savings page will continue to be made promptly, and departments and agencies will keep highlighting the massive savings DOGE is achieving."Harrison also called the over $220 million of zombie contracts "very, very small potatoes" compared to the supposed $165 billion Musk has saved American taxpayers.If this latest analysis is any indication, however, that multibillion-dollar sum warrants significant skepticism.
    We're only beginning to see a glimmer of the true fallout from Musk tornadoing through the federal government.Share This Article
    #666;">المصدر: https://futurism.com/government-undo-elon-musk-doge-damage" style="color: #0066cc; text-decoration: none;">futurism.com
    #0066cc;">#government #furiously #trying #undo #elon #musk039s #damage #federal #agencies #scrambled #bring #back #over #million #worth #contracts #after #socalled #department #efficiency #cancelled #them #however #those #that #were #and #eventually #reinstated #doge #still #citing #all #but #one #examples #the #spending #group #supposedly #saved #its #website039s #errorplagued #quotwall #receiptsquot #white #house #told #nyt #this #quotpaperwork #lagquot #will #fixedclerical #errors #not #quotzombie #contractsquot #are #damning #sign #chaos #sowed #billionaire039s #hasty #sweeping #costcutting #would #seem #antithetical #stated #goals #efficiencyquotthey #should #have #used #scalpelquot #rachel #dinkes #knowledge #alliance #association #education #companies #includes #lost #contract #nytquotbut #instead #they #went #with #axe #chopped #downquotmusk #brought #silicon #valley #ethos #quotmove #fast #break #thingsquot #uses #his #business #ventures #like #spacex #cleaning #governmentand #seems #resulted #lot #wasted #time #effortsome #required #law #according #some #for #skills #needed #didn039t #havethe #whiplash #was #most #felt #veterans #affairs #which #reversed #highest #any #agency #nyt039s #analysismany #almost #immediatelythe #environmental #protection #example #revived #just #two #half #hours #team #paper #foundothers #within #daysafter #losing #agriculture #february #raquel #romero #her #husband #gained #four #days #laterthe #usda #nytthat #discovering #quotrequired #statutequot #declined #specify #oneromero #believes #senior #lawyer #who #supporter #couple039s #work #intervened #their #behalfquotall #know #she #retired #weeks #laterquot #nytthe #waste #doesn039t #end #theresince #necessary #puts #fired #contractors #stronger #bargaining #position #when #comes #crawling #backin #case #epa #agreed #pay #more #than #before #cancellationin #other #words #these #cuts #costing #saving #moneya #spokesperson #tried #spin #flurry #reversals #positive #complying #chaotic #directions #while #also #playing #down #misleading #savings #claims #doge039s #websitequotthe #wall #receipts #provides #latest #accurate #information #following #thorough #assessment #takes #timequot #spokesman #harrison #fields #nytquotupdates #page #continue #made #promptly #departments #keep #highlighting #massive #achievingquotharrison #called #zombie #quotvery #very #small #potatoesquot #compared #supposed #billion #musk #has #american #taxpayersif #analysis #indication #multibilliondollar #sum #warrants #significant #skepticismwe039re #only #beginning #see #glimmer #true #fallout #from #tornadoing #through #governmentshare #article
    Government Furiously Trying to Undo Elon Musk's Damage
    Federal agencies scrambled to bring back over $220 million worth of contracts after Elon Musk's so-called Department of Government Efficiency cancelled them, .However, of those 44 contracts that were cancelled and eventually reinstated, DOGE is still citing all but one of them as examples of the government spending the group supposedly saved on its website's error-plagued "Wall of Receipts." The White House told the NYT that this is "paperwork lag" that will be fixed.Clerical errors or not, the "zombie contracts" are a damning sign of the chaos sowed by the billionaire's hasty and sweeping cost-cutting that would seem antithetical to its stated goals of efficiency."They should have used a scalpel," Rachel Dinkes of the Knowledge Alliance, an association of education companies that includes one that lost a contract, told the NYT. "But instead they went in with an axe and chopped it all down." Musk brought the Silicon Valley ethos of "move fast and break things" he uses at his business ventures, like SpaceX, to his cleaning house of the federal government. And this, it seems, resulted in a lot of wasted time and effort.Some of the contracts DOGE cancelled were required by law, according to the NYT, and some were for skills that the government needed but didn't have. The whiplash was most felt at the Department of Veterans Affairs, which reversed 16 cancelled contracts — the highest of any agency in the NYT's analysis.Many of the contracts that DOGE cancelled were reinstated almost immediately. The Environmental Protection Agency, for example, revived a contract just two and a half hours after Musk's team cancelled it, the paper found. Others were brought back within days.After losing a contract with the US Department of Agriculture in February, Raquel Romero and her husband gained it back four days later. The USDA told the NYT that it reinstated the contract after discovering that it was "required by statute," but declined to specify which one. Romero believes that a senior lawyer at the agency, who was a supporter of the couple's work, intervened on their behalf."All I know is, she retired two weeks later," Romero told the NYT.The waste doesn't end there. Since the contracts are necessary, it puts the fired contractors in a stronger bargaining position when the government comes crawling back. In the case of the EPA contract, the agency agreed to pay $171,000 more than before the cancellation. In other words, these cuts are costing, not saving, the government money.A White House spokesperson, however, tried to spin the flurry of reversals as a positive sign that the agencies are complying with Musk's chaotic directions, while also playing down the misleading savings claims on DOGE's website."The DOGE Wall of Receipts provides the latest and most accurate information following a thorough assessment, which takes time," White House spokesman Harrison Fields told the NYT. "Updates to the DOGE savings page will continue to be made promptly, and departments and agencies will keep highlighting the massive savings DOGE is achieving."Harrison also called the over $220 million of zombie contracts "very, very small potatoes" compared to the supposed $165 billion Musk has saved American taxpayers.If this latest analysis is any indication, however, that multibillion-dollar sum warrants significant skepticism. We're only beginning to see a glimmer of the true fallout from Musk tornadoing through the federal government.Share This Article
    المصدر: futurism.com
    #government #furiously #trying #undo #elon #musk039s #damage #federal #agencies #scrambled #bring #back #over #million #worth #contracts #after #socalled #department #efficiency #cancelled #them #however #those #that #were #and #eventually #reinstated #doge #still #citing #all #but #one #examples #the #spending #group #supposedly #saved #its #website039s #errorplagued #quotwall #receiptsquot #white #house #told #nyt #this #quotpaperwork #lagquot #will #fixedclerical #errors #not #quotzombie #contractsquot #are #damning #sign #chaos #sowed #billionaire039s #hasty #sweeping #costcutting #would #seem #antithetical #stated #goals #efficiencyquotthey #should #have #used #scalpelquot #rachel #dinkes #knowledge #alliance #association #education #companies #includes #lost #contract #nytquotbut #instead #they #went #with #axe #chopped #downquotmusk #brought #silicon #valley #ethos #quotmove #fast #break #thingsquot #uses #his #business #ventures #like #spacex #cleaning #governmentand #seems #resulted #lot #wasted #time #effortsome #required #law #according #some #for #skills #needed #didn039t #havethe #whiplash #was #most #felt #veterans #affairs #which #reversed #highest #any #agency #nyt039s #analysismany #almost #immediatelythe #environmental #protection #example #revived #just #two #half #hours #team #paper #foundothers #within #daysafter #losing #agriculture #february #raquel #romero #her #husband #gained #four #days #laterthe #usda #nytthat #discovering #quotrequired #statutequot #declined #specify #oneromero #believes #senior #lawyer #who #supporter #couple039s #work #intervened #their #behalfquotall #know #she #retired #weeks #laterquot #nytthe #waste #doesn039t #end #theresince #necessary #puts #fired #contractors #stronger #bargaining #position #when #comes #crawling #backin #case #epa #agreed #pay #more #than #before #cancellationin #other #words #these #cuts #costing #saving #moneya #spokesperson #tried #spin #flurry #reversals #positive #complying #chaotic #directions #while #also #playing #down #misleading #savings #claims #doge039s #websitequotthe #wall #receipts #provides #latest #accurate #information #following #thorough #assessment #takes #timequot #spokesman #harrison #fields #nytquotupdates #page #continue #made #promptly #departments #keep #highlighting #massive #achievingquotharrison #called #zombie #quotvery #very #small #potatoesquot #compared #supposed #billion #musk #has #american #taxpayersif #analysis #indication #multibilliondollar #sum #warrants #significant #skepticismwe039re #only #beginning #see #glimmer #true #fallout #from #tornadoing #through #governmentshare #article
    FUTURISM.COM
    Government Furiously Trying to Undo Elon Musk's Damage
    Federal agencies scrambled to bring back over $220 million worth of contracts after Elon Musk's so-called Department of Government Efficiency cancelled them, .However, of those 44 contracts that were cancelled and eventually reinstated, DOGE is still citing all but one of them as examples of the government spending the group supposedly saved on its website's error-plagued "Wall of Receipts." The White House told the NYT that this is "paperwork lag" that will be fixed.Clerical errors or not, the "zombie contracts" are a damning sign of the chaos sowed by the billionaire's hasty and sweeping cost-cutting that would seem antithetical to its stated goals of efficiency."They should have used a scalpel," Rachel Dinkes of the Knowledge Alliance, an association of education companies that includes one that lost a contract, told the NYT. "But instead they went in with an axe and chopped it all down." Musk brought the Silicon Valley ethos of "move fast and break things" he uses at his business ventures, like SpaceX, to his cleaning house of the federal government. And this, it seems, resulted in a lot of wasted time and effort.Some of the contracts DOGE cancelled were required by law, according to the NYT, and some were for skills that the government needed but didn't have. The whiplash was most felt at the Department of Veterans Affairs, which reversed 16 cancelled contracts — the highest of any agency in the NYT's analysis.Many of the contracts that DOGE cancelled were reinstated almost immediately. The Environmental Protection Agency, for example, revived a contract just two and a half hours after Musk's team cancelled it, the paper found. Others were brought back within days.After losing a contract with the US Department of Agriculture in February, Raquel Romero and her husband gained it back four days later. The USDA told the NYT that it reinstated the contract after discovering that it was "required by statute," but declined to specify which one. Romero believes that a senior lawyer at the agency, who was a supporter of the couple's work, intervened on their behalf."All I know is, she retired two weeks later," Romero told the NYT.The waste doesn't end there. Since the contracts are necessary, it puts the fired contractors in a stronger bargaining position when the government comes crawling back. In the case of the EPA contract, the agency agreed to pay $171,000 more than before the cancellation. In other words, these cuts are costing, not saving, the government money.A White House spokesperson, however, tried to spin the flurry of reversals as a positive sign that the agencies are complying with Musk's chaotic directions, while also playing down the misleading savings claims on DOGE's website."The DOGE Wall of Receipts provides the latest and most accurate information following a thorough assessment, which takes time," White House spokesman Harrison Fields told the NYT. "Updates to the DOGE savings page will continue to be made promptly, and departments and agencies will keep highlighting the massive savings DOGE is achieving."Harrison also called the over $220 million of zombie contracts "very, very small potatoes" compared to the supposed $165 billion Musk has saved American taxpayers.If this latest analysis is any indication, however, that multibillion-dollar sum warrants significant skepticism. We're only beginning to see a glimmer of the true fallout from Musk tornadoing through the federal government.Share This Article
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  • #333;">Palworld's Next Major Update Is A Terraria Crossover
    PocketPair has officially announced that Palworld will receive a Terraria crossover with the next major update.
    In addition to Terraria content, players can also expect new Pals to capture and more islands to explore.The developer didn't provide much information on this upcoming update, but Palworld: Tides of Terraria is teased as an update that allows players to catch, train, fight, and work the monsters from the world of Terraria.
    However, there is a question mark at the end of the developer's description that suggests that the monsters from Terraria might not work exactly like the normal Pals in Palworld.
    This might suggest limitations for the Terraria-themed monsters or possibly different capture methods will be required for these new creatures.Palworld character fishing in Tides of TerrariaThe promo art for Tides of Terraria reveals characters fighting a boss that looks very similar to Terraria's Eye of Cthulhu.
    The image shown above includes a character with a fishing pole, meaning Terraria's fishing mechanic is likely being added to Palworld in some capacity.Continue Reading at GameSpot
    #0066cc;">#palworld039s #next #major #update #terraria #crossover #pocketpair #has #officially #announced #that #palworld #will #receive #with #the #updatein #addition #content #players #can #also #expect #new #pals #capture #and #more #islands #explorethe #developer #didn039t #provide #much #information #this #upcoming #but #tides #teased #allows #catch #train #fight #work #monsters #from #world #terrariahowever #there #question #mark #end #developer039s #description #suggests #might #not #exactly #like #normal #palworldthis #suggest #limitations #for #terrariathemed #possibly #different #methods #required #these #creaturespalworld #character #fishing #terrariathe #promo #art #reveals #characters #fighting #boss #looks #very #similar #terraria039s #eye #cthulhuthe #image #shown #above #includes #pole #meaning #mechanic #likely #being #added #some #capacitycontinue #reading #gamespot
    Palworld's Next Major Update Is A Terraria Crossover
    PocketPair has officially announced that Palworld will receive a Terraria crossover with the next major update. In addition to Terraria content, players can also expect new Pals to capture and more islands to explore.The developer didn't provide much information on this upcoming update, but Palworld: Tides of Terraria is teased as an update that allows players to catch, train, fight, and work the monsters from the world of Terraria. However, there is a question mark at the end of the developer's description that suggests that the monsters from Terraria might not work exactly like the normal Pals in Palworld. This might suggest limitations for the Terraria-themed monsters or possibly different capture methods will be required for these new creatures.Palworld character fishing in Tides of TerrariaThe promo art for Tides of Terraria reveals characters fighting a boss that looks very similar to Terraria's Eye of Cthulhu. The image shown above includes a character with a fishing pole, meaning Terraria's fishing mechanic is likely being added to Palworld in some capacity.Continue Reading at GameSpot
    المصدر: www.gamespot.com
    #palworld039s #next #major #update #terraria #crossover #pocketpair #has #officially #announced #that #palworld #will #receive #with #the #updatein #addition #content #players #can #also #expect #new #pals #capture #and #more #islands #explorethe #developer #didn039t #provide #much #information #this #upcoming #but #tides #teased #allows #catch #train #fight #work #monsters #from #world #terrariahowever #there #question #mark #end #developer039s #description #suggests #might #not #exactly #like #normal #palworldthis #suggest #limitations #for #terrariathemed #possibly #different #methods #required #these #creaturespalworld #character #fishing #terrariathe #promo #art #reveals #characters #fighting #boss #looks #very #similar #terraria039s #eye #cthulhuthe #image #shown #above #includes #pole #meaning #mechanic #likely #being #added #some #capacitycontinue #reading #gamespot
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    Palworld's Next Major Update Is A Terraria Crossover
    PocketPair has officially announced that Palworld will receive a Terraria crossover with the next major update. In addition to Terraria content, players can also expect new Pals to capture and more islands to explore.The developer didn't provide much information on this upcoming update, but Palworld: Tides of Terraria is teased as an update that allows players to catch, train, fight, and work the monsters from the world of Terraria. However, there is a question mark at the end of the developer's description that suggests that the monsters from Terraria might not work exactly like the normal Pals in Palworld. This might suggest limitations for the Terraria-themed monsters or possibly different capture methods will be required for these new creatures.Palworld character fishing in Tides of TerrariaThe promo art for Tides of Terraria reveals characters fighting a boss that looks very similar to Terraria's Eye of Cthulhu. The image shown above includes a character with a fishing pole, meaning Terraria's fishing mechanic is likely being added to Palworld in some capacity.Continue Reading at GameSpot
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