Depends.
In CP2020, given it's long lists of potential skills keeping each social skill separate made sense. In CP2077 with it's MUCH abbreviated skill set combining them makes sense.
Abbreviated so that it works in the much more focused and narrative adventure, yes. And rightfully so. If I want to tell a great story as well as introduce engrossing gameplay (ala The Witcher Series), I need to use the parts of a potentially larger system that help me reach my goal for the game, and cut the parts that don't.
I'd say the flip-side to this would be throwing it in there so that it's there (ala most Bethesda games). Fun? Certainly! But there are also a lot of skills, abilities, and interactions that are off-note, lackluster, or just outright pointless in the actual execution.
I get that the process is basicaly:
Write the scenario> write multiple outcomes> stretch it out.
Now, sure you'll have to voice it out, but maybe one could swap some useless dialog options only to put ones that matters.
I know it's a lots of works but, CDPR themselves said they wanted to make a branching story driven "rpg", and having a main story, with multiples path done in a modern way could be something we didn't saw for a while.
Sure it's a looots of texts, but once you've all figured out, it's just a big web of little sentences, unless you'd have 24 000 main characters, the few voice actors could records it, not like it'd be the hardest part of it.
Just a few variation depending on which texts you choosed leading up to it (kinda like those roleplay books we used to have, in which you choosed where you wanted to push your story).
I mean, CDPR themselves saids they wanted to reinvent the wheel and be groundbreaking, it would be a good way to do it.
Or else, it's just a standard RPG with a few branch here and there but with less " shades" than if you could create a sense of "existence" in the dialogs.
No need to change everything, just twisting a few dialogs to make you feel like the NPC talks about your actions etc... (Which are already planned by the whole story arc).
It sure is a big challenge, but you'd just need a couple different dialogs depending on the income/outcome to really make it stands out. (Cp77 is already 80go, they can add a few gigs more...)
Even if they trick us a bit, the more important is to make you feel like your actions matters, even if it's just one line in the dialog.
Or just a Tv news, with people talking about things you've done (if you'd destroy a given building or whatever for example).
No need for something fancy, just showing you that your actions and speech impacts the game would be cool, or else you can fill the streets with as many NPC you want, you'll always struggle to "break" the screen and let the player feel like he's a part of that world, not just a spectator of it.
I mean, CDPR seemingly made a dynamic dialog system in which you can make other npc come in the dialog, if they losed time over it, they sure can put a few more line here and there (unless they already did, but I still can't figure why they don't tease us with it... That's an Rpg, nothing would hype us more than an impactful dialog system).
A lots of people I know love RPG, not for the skills, but the social aspect, create your story kind of feeling. So I guess that's a big part of what people expect.
No need for a big scale either, as I said it's mostly the writing that does the job, the memorable quote and the "shit, he said you this?! I played that part twice and I never had that option yet!"
Reason why I think the "social" aspect is very important in an Rpg, or else, it's just like playing Diablo 3: killing mob to max your power to kill more mob...
Without dialogs and choices it's just a straight line hidden behind XP and Skills rolls
The thing is, that's easier said than done. It's pretty common, I'd say, for a creative person or team to get a little carried away with their part of the much larger process. Then, they're unfortunately told -- even if their work is
fantastic -- that it doesn't work for the larger, comprehensive piece. (No funding / No time / Interferes with the pacing / Causes a technical issue / Etc.) Which is mostly fine once creative workers get used to that. Always easier to pull back than push ahead!
In the end, what you're describing is exactly what pretty much all games try to do now, and this is the level we're at. I mean, just the 50-min demo we were shown from E3 last year, with the options provided there, was the result of easily
hundreds if not
thousands of man-hours. Sure, it's not hard to dream up 10 more possibilities and outcomes for each stage or line of dialogue, but a.) it is simply not realistic to spend all the time and resources on that level of detail in the face of completing the larger project as planned, and b.) no matter how many options you provide, people will instantly come up with more and be disappointed that
those weren't included,
too.
So, it's ultimately fruitless to try to cover every conceivable angle. Far more beneficial to try to ensure that players have a smaller range of choices that can impact the gameplay in meaningful ways. (Personally, I would always work in 3's. Left, right, or back? Rooftop, basement, or right in the front door? Kill them, avoid them, or talk it out? Keeps the branches manageable, and ensures each path is unique without getting carried away. Skills and abilities may allow characters to move laterally along the web, instead of simply following the next chain in the link. If I provide too many options, things start to feel shapeless. Now there are simply too many ways to win and get to any result I want. What's the point?)
All of this comes back to a software game not being able to adapt to situations creatively like a living, thinking GM. Computers can't "makes stuff up on the fly" or "just go with it". Everything needs to be pre-determined in excruciating detail in order to even
simulate organic gameplay.
_______________
But I think you and I share a desire to see a different type of gameplay in the future. I've often posted that I would love to see a game that was shorter from beginning to end, but could be replayed as different types of characters for a completely unique experience of the same events. The story of a great war between two kingdoms. Do you play a warrior? You wind up joining the army for one side or the other and will take part in the great battles and assaults. A thief may be recruited as a scout or spy, and spend the game infiltrating the enemy behind the lines. A cleric will play as a healer and a diplomat trying to end the fighting...or maybe instigating it to appease their warlike god. Etc. Which side do you choose to join? Where do you start? Who do you meet? Friends in one game might be mortal enemies in a different playthrough. In the end, you uncover a view of the events from multiple angles, getting the "whole vision" only after playing a lot of different ways and arriving at vastly different outcomes.
But realistically, I think a system like that would mean an entire playthrough may only be around 10 hours, even if "one-hundred-percenting the game" would take hundreds. Not really a problem, I don't think. I mean, look at the amount of energy and impact a single film can have. (
Inception is only 2h 28min.
)