BeastModeIron;n9867211 said:Pretty cool for a demo concept, minus the VR.
The VR looks amazing. I think I will try this out.
BeastModeIron;n9867211 said:Pretty cool for a demo concept, minus the VR.
Snowflakez;n9855371 said:Why on earth would we need or want multiple protagonists? No disrespect, I just don't see the point here. In GTA, you play pre-made characters. I don't know about you guys, but I'd rather have one highly customizable character of my own (that I created) than 4 pre-mades. Different games, different ways of handling storytelling.
LegateLaniusThe2nd;n9870511 said:I think the game will probably have one protagonist that has lots of customization(like Shepard from Mass Effect).
BeastModeIron;n9872611 said:For Cyberpunk and its various classes it goes far beyond just character customization, its also about the story and world. It wouldn't even make sense from a story telling perspective if every time you play a new game with an entirely different class and the story is more or less the same with minor variations like Fallout or Mass Effect. There should be a wide variety of world states that game changes depending on how the player decides to do things. SO unless the game funnels down a set path with a definitive ending, I don't think one role would work.
Snowflakez;n9875451 said:It would not surprise me if the overall story is mostly the same, but tweaked to fit your class. For example, some of the allies you meet along the way will be different, and maybe the ending is slightly different to suit your specific role. It would be very, very difficult and time consuming to make completely different stories for every single class.
Sardukhar;n9877731 said:Topic. Vehicles. Not protagonists.
kofeiiniturpa;n9879641 said:What if it's both? I mean, we could be set to play a sentient stream of code gone rogue who interacts with the world through electrified objects, most of which are vehicles or vehicle related.
Or, of course...
kofeiiniturpa;n9880571 said:I'm at my worst when I try to be funny.
BeastModeIron;n9980371 said:The incredible sacrifices the developers must have made to allow a video game to have these near impossible features such as flying cars. The hardships they must have endured. The time, resources and sheer scale. How is this even possible. Its almost as if it's no big deal for developers adding such features, its only an add on. Almost like there's hardly a change in mechanics to bring said features to life. Can't wait for Flying Cars 2077
Snowflakez;n9980471 said:What's with the random sarcasm?
BeastModeIron;n9980531 said:What's with the questions about sarcasm? I'm sharing a video, enjoy.
Snowflakez;n9980611 said:I just assumed you were dredging up the discussion we had a while ago where I said adding flying cars and the like would be require additional resources and time. Happy to be wrong, though.
That is a neat video, I saw it earlier today. I think GTA being a sandbox-focused game (with very limited meaningful world interaction) is partially responsible for that, but it's nice to see this.
Looks fairly responsive, too. GTA's planes were always pretty difficult to maneuver, as one might expect. This level of handling (barring the weird wobbly physics stuff) looks like the sort of thing I'd want to see in 2077.
sv3672;n9988011 said:Adding flying as a cool gimmick is probably not that hard, after all, you can already fly around in TW3 with free camera, so it is covered at least when it comes to rendering. The difficulty is probably more in implementing it in a "serious" way at the quality standards expected from a CDPR game, such that it looks and performs consistently well (without lag, glitches or ugly graphics in any areas), and it is an integral part of the gameplay and quest design that never breaks quests (in TW3, quests often restrict the player's freedom of movement, and using mods or console commands to teleport can break the scripting) nor serves as a cheat.
It may work better in a sandbox type of game than in a narrative driven one where the player's character is intended to be on "rails" during quests, although it can also be limited to or disabled during specific quests. Anyway, flying vehicles are definitely possible in open world action games, most of the time they are not added because their benefits are not seen as being worth the cost of a good implementation.