Pawel Sasko kind of explained it during stream although question was why there is only one apartment. His answer was that they have been thinking about option to buy houses but it really was against vision of V and they didnt want to make him real estate person. Story is not about that.
The story wasn't about that in Fallout of Skyrim, but they still built in the functionality. And players obviously loved it.
I think this is part of the problem with the game: CDPR had a 'vision', a way they
wanted their game to be played, but they made the game open-world which, to most players, means freedom to do as you like. But so many options were blocked off or absent because of "story is not about that", and so it feels like it's on rails to a lot of us.
CP2077 is a chimera of gaming styles, coupled with a story that was treated more like a movie with choose-your-own-adventure elements, rather than a world for the player to play around with.
I think CP2077's biggest failures with CP2077 were mis-judging their audience and trying to shepherd players into the story they wanted to tell rather than making a more emergent experience.
They really didn't. If you know anything about CDPR, this game is exactly what you would expect, even Jackie's Bike basically has the same A.I. as Geralt's horse Roach.
And if you
don't know anything about CDPR, and this is the first game of theirs you've played, that's hardly a relevant factor.
If CDPR was making CP2077
only for people who liked The Witcher, that's a ludicrously bad business strategy.
Well, then this game is not for you.
That's pretty easy for you to
say, but that doesn't really
mean anything.
See, I had only ads to go by, and interviews; nothing they said made it clear where the failures would be, a fair amount of it was fakey-fake, they showed
a lot of Mox footage (giving the impression their influence was 80s cyberpunk and not 90s) as well as a Corpo playthrough which sure helped reinforce that impression.
Maybe it's not the game for me, but there was no way for me to know that, and it
looked like it was completely to my taste prior to release.
Not even close. Fortnite is half a game. COD: Warzone is half a game. Cyberpunk delivers on all of its main premise: cool futuristic city, cool cyberware, fun combat, interesting plot that stretches the mind and makes you question your humanity.
...tons of missing features that are basic--nay, axiomatic--to games these days, lots of feature talk during pre-release that turned out to be misleading or completely BS, clunky UI, bugs out the wazoo, AI that's a joke, on-rails driving instead of AI, a police system that's like GTA's slower brother, etc, etc, etc.
You obviously love the game, but you're also obviously blind to its many faults and flaws. Take off the CP2077 goggles and look at the game more objectively.
Yep. It's clearly not for you, friend. CDPR makes narrative focused RPGs with open world elements.
So does Bethsda, but they do it better. And Cyberpunk 2077 has its origins in a
table-top game, where gameplay is 100% emergent, by design; that CDPR would take that and turn it into a linear story that affords the player very little freedom is a betrayal of those origins.
The appeal of 2077 is the cyberpunk setting; the appeal of an RPG is being able to make the story your own.
Again, CDPR mis-judged their audience rather badly; cyberpunk already has a built in fanbase...this is like Tron: Legacy all over again, where a great idea is taken, stripped of everything that makes it what it is--warping the lore, if not removing it entirely--and making something only
superficially similar to the original.
The city is insanely immersive, as a back drop for the story.
It's really not. It's superficially immersive.
It's looks great, it feels realistic on the surface, but when you get down to nuts-and-bolts, it's all style over substance.
That is where CDPR shines, in the plot and conversation trees. If you don't like a lot of plot and lore, clearly CDPR is not making games for you.
I didn't say I don't like that.
I'm saying that those elements were focused on
to the detriment of actual gameplay.
I'm saying that affect alone does not a game make; it also has to have
function.