Pretty much summarizes this thread.I believe we've been conditioned to become the be-all-end-all in videogames that when we get presented with anything but that we become defensive and get annoyed.
Pretty much summarizes this thread.I believe we've been conditioned to become the be-all-end-all in videogames that when we get presented with anything but that we become defensive and get annoyed.
I believe we've been conditioned to become the be-all-end-all in videogames that when we get presented with anything but that we become defensive and get annoyed.
At least this game got us talking. Maybe some of us hate each others guts, maybe not. Maybe some bridges were created, maybe some are too far. But this game sure isn't lame, despite what some people may say. Lame products don't produce 15 pages of conversation.Pretty much summarizes this thread.
The open endness gives the idea of a continuous narrative, or event if you will, that carries on after V's involvement. I believe we've been conditioned to become the be-all-end-all in videogames that when we get presented with anything but that we become defensive and get annoyed.
But this is exactly my problem with these quests. They DON'T exist outside of V's involvement with them. All the characters and storylines featured in the game's various quests simply cease to exist after V stops interacting with them.
They're all just props for V to play with for a while, which are promptly discarded once the quest is finished.
You've missed my point, it gives the idea of that.
Of course they don't exist outside of V's involvement, it's a videogame .
It does leave the impression though, by having different expository elements that lead up to the quests (news articles and bulletins, messages etc.) and after the quest is finished - even the main one.
We must suspend our disbelief for anything fictional to ever work, we literally signed up for it by engaging.
I'd love to have a simulated reality that engages players but unfortunately we're not there yet.
These stories should exist outside of V's involvement though, as I've already pointed out in this thread. It makes no real sense that V's choice at the end of Dream On is never followed up on. It's an important choice.
Not asking for every loose end to be tied up, just for some acknowledgement that the narratives presented in the side quests actually happened, because without that acknowledgement, the world is flat and artificial. You mention expository elements leading up to the quests - why are there barely any afterward? Peralez's story is bigger than V, so it shouldn't end with V.
Peralez winning the election by a landslide if you don't tell him the truth or a close call if you do
Sinnerman BD being a massive success or not,
LizzyWizzy's new BD idea
Quest characters messaging you afterwards saying how things are going for them based on what you've done (Pepe, Cesar and his wife, Mamma Welles, Misty etc.).
But this is exactly my problem with these quests. They DON'T exist outside of V's involvement with them. All the characters and storylines featured in the game's various quests simply cease to exist after V stops interacting with them.
They're all just props for V to play with for a while, which are promptly discarded once the quest is finished.
Is this true? If so, I retract everything I've said about Dream On in this thread. The only follow-up I got from this quest was the jittery call you get from Peralez in the credits if you tell him the truth.
Both outcomes resulting in him winning the election is a little bit lame, it'd make more narrative sense if he lost when you tell him the truth. Really neat if that is actually expounded upon though!
This is one of the worst examples of what I'm talking about. She tells you that she's releasing a new BD, but there's no follow-up whatsoever. A big celebrity releasing a BD that is hinted to contain disturbing material? Why is nobody talking about this, why's it not making the news? I get that the writer wanted to leave it ambiguous, but Lizzy Wizzy is a public figure and should be treated as such.
Thanks for the response!
The problem is the final quest comes up so fast with the ticking timebomb plot device that most people would just about rush to it.It's explained in the epilogue section of this page.
https://cyberpunk.fandom.com/wiki/Jefferson_Peralez
I think this is both to do with them probably not having any time to develop this any further and can also be explained by the fact that the quest only becomes available after you've completed all the main story line quests that lead up to Nocturne OP55N1, so V's literally not around to see what happens with the BD.
No problem, I like a good conversation .
The problem is the final quest comes up so fast with the ticking timebomb plot device that most people would just about rush to it.
I think the solution is that the ending quest should dump the player in night city after, but with a 6 month deadline rather than a 2 week deadline. Thing is, all the side quest content is too much for a 2 week deadline but plausible for a 6 month one.
So except for uploading yourself to mikoshi or suicide the player would be dropped right into night city and the after bit, like going to the crystal palace, leaving NC, could be cut and added in for a dlc. Then thats where the player would do sidequests and the main job would say to be continued...
Back to the BO3 story similarity... V said as Misty was wheeling him back to his apartment if he had actually died and this is all a dream...
Think this is a hint?
I think the two weeks is a misconception, because as V you can challenge that with Vic and at that point Misty jumps in saying that V is expecting too much out of an old timer like Vic.
Implying that the deadline is at most ambiguous.
https://cyberpunk.fandom.com/wiki/V_(Character)#2077
''However, due to the Relic's presence in their body, V was revived by the device some time later. Located by Saburo's ex-bodyguard Goro Takemura, they were brought back to Night City and to Viktor Vector's clinic. Whilst recovering there, V learned that the Relic was overriding their consciousness with an engram of Johnny Silverhand and that they have only a short time left to live. Meeting with Goro, V was asked to help testify to Saburo's heir, Hanako, and expose Yorinobu's crime. At the same time, they decided to investigate various leads into removing the Relic, including Evelyn and its creator Anders Hellman.''
Either that or just open Watson after a while doing gigs and getting more Street Cred and just allow us to do the side content before starting the main quest, kill two birds with one stone.
Seems quite simple and it would have a nice drawback for the players to either have Johnny parroting stuff over V's shoulder or not, depending if you liked the character.
Not to that extent, but there are fragments of something more going on, like the whole Tarot side quest, the Zen Master knowing what V is going through and then disappearing and how did V get hacked by Night Corp (?) so easily when dealing with Peralez.
Maybe Night Corp is manipulating V's memories and it's all a fabrication, or maybe it's The Relic doing something to V that we don't fully understand (seriously wtf is up with the Holographic Tarot things).
Maybe it's all a BD.
And there's all these BD's that are "incompatible with your software"?? WTF??
Did you really expected to watch 3 Mouths 1 desire? Or to make this simpler, R-rated content in game rated M? Those BD's very clearly only exists for in-game flavor purpose.It seems they just didn't want to bother with non-story BDs.
Speaking of BD's, I made a post earlier about the Militech training shard and how it feels like a BD. In fact it makes the exact same sound when you slot that shard to use the training tutorial.
So why is it that you can't reuse that shard and redo the training tutorial? Maybe some players are just dumber and needs to play the tutorial more than once to get the hang of it?
And there's all these BD's that are "incompatible with your software"?? WTF??
This is pretty much my feeling entirely. I love that we are, essentially, a side character in other peoples' stories, and those stories move on without us.actually some of them do have further developments. Anna Hammil starts killing crooked cops if you let her go and tell her the cops are after her. Somewhere there's a ncpd body and a record of a convo. people write RIP graffiti for Gustavo Orta if he gets killed, and there are npcs discussing how he got done dirty. They have new ads for the passion. Meredith, or Gilcrest end up dead(can find the body), depending what we did in the heist. And these are just the ones I noticed. Its possible there are many more.
So some of these events do have the world continuing on outside of V
oh yeah, some npcs who died that you knew get tombstones.
That we are side characters creates new possibilities and I really like it too.This is pretty much my feeling entirely. I love that we are, essentially, a side character in other peoples' stories, and those stories move on without us.
But V_for_Valerie's point is valid, too, although there generally are consequences. One of the big missed opportunities isn't the lack of consequences, it's the the consequences are SO EASY to miss!
Like, take your Anna Hammil example. It's a great development, but I'll bet most people missed it because the cop she kills is in a trash heap near where you meet her and there's very little reason to ever go back there. I mean, did you know that if you go back to the pharmacy for the gig where you kill the loan shark, the place is open and you can talk to the owner about it?
It's a shame because there's a lot of this stuff, but it's incredibly easy to miss because there's virtually no reason to revisit an area once you clear the jobs. There aren't a lot of places with a "round 2."
A V that can assault a Arasaka building either alone or with a partner (inside) and the massive numbers of armed, armoured, and highly skilled guards - suddenly is too weak to take on barely armoured gangers - who you can fight over and over and over doing police quests.A lot of the minor side stories feel weird (I fully agree about Sinnerman and Heroes), but honestly I'm actually completely on board with the way the LI side stories end. Made a video about it, even. Short version, though:
The reason we don't have agency is that we don't have agency in this situation. As much as we're basically tanks by level 50 we (I think intentionally) can't alter entrenched power structures in the city. We were never going to wipe out the Claws. The writing was on the wall with this one when V asks Judy if she's thought about this at all and she immediately says no. There's a running theme of people getting punished for trying to do the right thing in this world, generally, and Judy keeps bashing her head against that wall until she decides she has to walk away.
I....actually love that you all go your separate ways. Everyone's got their own things to deal with, and I like that you're not the center of their world (as you are in so many other games)
I honestly kind of wish they'd scrapped the open world and made it more like Deus Ex: HR with hubs and focused on extending / branching the stories, because outside of the visuals the open world is the weakest part of the game.