Because you´re not given a chance to say something else.That is not an option. It's an option that is presented by Dex, and V actively refuses. V doesn't want to live a long life.
Because you´re not given a chance to say something else.That is not an option. It's an option that is presented by Dex, and V actively refuses. V doesn't want to live a long life.
Which proves nothing. What is the theme's resolutions of V living an happy and long life?
The theme of Cyberpunk is the inevitability of death, and how to deal with it. What is the theme of your endings instead? What do your endings have to say to the player?
I don't know how to express this in english well but a game based on c&c need to respect the choices of players by giving them a various types of endings to reward or punish based on merits.
That is not an option. It's an option that is presented by Dex, and V actively refuses. V doesn't want to live a long life.
why would every game need to have a happy ending?
Which proves nothing. What is the theme's resolutions of V living an happy and long life?
The theme of Cyberpunk is the inevitability of death, and how to deal with it. What is the theme of your endings instead? What do your endings have to say to the player?
What´s the sense of that, when you are only given one kind of choices that lead into a railroad anyway???I disagree, a good C&C system doesn't have to punish or reward a player, but simply present organic consequences to the playable character's choices. The endings are already varied enough, they should just be presented to the player organically after multiple choices instead of one choice at the end of the game
That you cannot save the world, but can save yourself. If i'm not mistaken, that was Mike Pondsmith's idea.Which proves nothing. What is the theme's resolutions of V living an happy and long life?
The theme of Cyberpunk is the inevitability of death, and how to deal with it. What is the theme of your endings instead? What do your endings have to say to the player?
when does that happen?
Because you´re not given a chance to say something else.
Also, in my variant everything has a price. V can have glory and wealth, but no freedom, or freedom, but not everything else.
It's not dumb, letting V live is retarded and awful writing.
Again, you´re not given any other options. Why do they bring up Evelyns offer, when you can´t go with it???That would simply end the game there. Choosing to live as Mr/Miss Nobody is actually a good idea, they could've implemented it New Vegas style.
But we are talking about the end game endings here. V chose the blaze of glory with the Arasaka's heist. He did, stole a precious hardware from one of the most dangerous corporations in the world. And then died when he was shot by Dex. V's story is over that moment. Title is dropped. From then on, it's simply borrowed time. Death is inevitable.
No, a short cutscene would be enough. Kinda like this:That would simply end the game there. Choosing to live as Mr/Miss Nobody is actually a good idea, they could've implemented it New Vegas style.
But we are talking about the end game endings here. V chose the blaze of glory with the Arasaka's heist. He did, stole a precious hardware from one of the most dangerous corporations in the world. And then died when he was shot by Dex. V's story is over that moment. Title is dropped. From then on, it's simply borrowed time. Death is inevitable.
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How do you communicate the "no freedom" feeling to the player? The only way would be to make V remote controlled by Arasaka
They paid you for entertainment and positive you gave them negactive one.
In Dex's car. You can pick 3 options: quiet life, blaze of glory, or "this is a dumbass question, get to the point". I went for the third.
Being a NC legend is Jackie's dream, not necessarily V's. You can shape that with many dialogue options in Act 1 (in the Afterlife, Delamain before the heist, etc).
Then they should make a linear game with single ending. What's the point of giving 6 of them when the final outcome is basically the same after 6 months? Sad ending looked good in games like Red Dead Redemption 2 when it is action adventure game and you are only a spectator of all events happening. There obviously is something wrong when in roleplay game whole about survival none of your actions actually matter cause you just die in every possible outcome.No, that's the very definition of lame. Endings should be designed around a consistent theme, not as a way to give every player what they want.
No. It's not.Which proves nothing. What is the theme's resolutions of V living an happy and long life?
The theme of Cyberpunk is the inevitability of death, and how to deal with it. What is the theme of your endings instead? What do your endings have to say to the player?
Yeah, no, I don't want boring ass artificial positivity
Play the Arasaka ending and become an engram. Case closed.Yeah, no, I don't want boring ass artificial positivity
You prefer boring ass artificial negativity, it seems.