I partially agree with you on the ground of the story supporting the gameplay. Also on the ground of it working the other way around. I do agree on that.
What I don't agree is how we are using words "unique" and "revolutionary".
There is nothing unique and/or revolutionary gameplay wise and/or narration wise. It was all done before so it's not unique. Aslo nothing in CP2077 shaked the entire industry and made all the other companies follow suit. Maybe with exception of pushing releases of their games into 2022 because they would end up "cyberpunked".
Revolution means lots of copycats and the entire industry making a turn, mimicking the thing taht is revolutionary. So far I see no such trend caused by any of CP's mechanics. Nobody's making another cyberpunk game set in open world. Nobody's making anything remotely similar to Cyberpunk that we know of. Cyberpunk is not revolutionary because it didn't cause the revolution. It's a nice buzz-word.
The conversation system where you can walk away from NPC is known from other games before, mostly from Skyrim. Also, try walking away from main quest-givers. Try not answering a call, or not taking a side-mission. There is a reason why the most important moments in the game make you sit in a car or being held by someone. You are not in control.
Well I simply disagree. I don't think you understand what I've said about game, maybe my english is not good enough to express everything I want to say. Revolutionary doesn't mean it has to change industry, because I've said that one part is revolutionary not whole game.
Cyberpunk has very unique presentation and not seen in other games. It's not about walking from NPCs during conversation or full control of character,lol.
Frames, using lightning (very strong part), background to enhance most of scenes, reactions of NPCs, tunneling player. This is whole combination. I'm sorry but I never seen something like this in other games. Traditional cutscenes in videogames, are very simplistic, simple frames, no lighting (technology), often limited animations and takin full control from player.Not mentioning FPP cutscenes, you can find many examples of good use of it, but it always poor's man cinematography compared to (good or even decent) movies. Also there was some trend some time ago with QTE events, well some devs even made whole games based on that
So there was always some kind of idea to make cutscenes, or just scenes more interactive with betteror worse results.
Cyberpunk doesn't have problem with it, because it's cinematic, but at same time not competing with movies by using dozens of cutscenes, interrupting player and still game is story heavy.
And I get it, not everyone is interested in cinema, that's ok, but that doesn't change fact that, imo, but many will agree, that cinematic experience in games and telling story by doing cutscene after cutscene is just dead end, because something like this will never be able to compete with movies in terms of quality (and artisitc vision) plus it's not game, when cutscene plays.
That's my point, kinda.