Where are you going with cyberpunk ?

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And that's the thing, it's important how a story is set up and structured - what it's focussed on, what it's prioritising, and what it's building up towards.
So I fundamentally disagree with you that V's story is resolved if you can't save her life, when the story is literally V trying to resolve her problem, which, by the end, has not happened. If the main story wasn't focussed on that and not building up towards it, it wouldn't be an issue.
You seem to be fixated on the main story needing to deliver on saving V's life. I don't get this at all. The story was about V 's attempts to cheat death - which is ultimately futile. V should be dead at the hands of Dex, it was only the chip which prolonged their life at all.

*Sigh*... I'm not even sure why I've replied to this. I really don't think you understand half of what I'm saying and I am definitely struggling to understand half of what you're saying :/

I can't speak for anyone else, but I get what your saying, but I disagree :) . I think that's allowed.
 
Ehhh... It's not like there was a "guarantee" that they would destroy the ring in LOTR - but you can't seriously tell me with a straight face that if they hadn't, that the ending would've still been satisfying. Unless you're a masochist, it wouldn't have been. The reason why is because in LOTR, the story is building up towards doing exactly that.

And that's the thing, it's important how a story is set up and structured - what it's focussed on, what it's prioritising, and what it's building up towards.
So I fundamentally disagree with you that V's story is resolved if you can't save her life, when the story is literally V trying to resolve her problem, which, by the end, has not happened. If the main story wasn't focussed on that and not building up towards it, it wouldn't be an issue.

Take the "The Fountain", for instance, Tommy doesn't save Izzy's life. Does that mean The Fountain lacks resolution? No, because the story was never building up towards saving Izzy to begin with. See the difference?

*Sigh*... I'm not even sure why I've replied to this. I really don't think you understand half of what I'm saying and I am definitely struggling to understand half of what you're saying :/
I also get where you're coming from and I know this is an ache for a lot of players of the game, but I also disagree. Especially how you phrase things, it's like there is one way to tell a story, more even, only one story could be told from the initial premisse. If that would be the case, it's quite a limitation on story telling, without any unpredictability. If every storyteller followed those rules, playing the beggining of the game would make everyone kbow how it would end, we would just playout how to get there.
LOTRs is a fantasy world much appropriate for children (not only for children), CP77 is a cyberpunk story, the notion that any one person can't compete with the big corporations/way of the world is quite predominant here and the feeling of helplessness very much present and I believe they made a good way of presenting that and make the players experience that. Not to perfection, I do believe they dragged the formula on a lot of sidequests and gigs that end on an open-ending too much, which midway through the formula is recognized and becomes expected, so I wish they would give more player influence on Vs inner circle and inner world contrasting with his "minimal" influence against the big players/the city. It would make the whole game more unpredictable.
I guess I just don't agree with the notion "if the game tells you you need to save V's life then this must happen"; it takes away any possibility for nuance.
 
I also get where you're coming from and I know this is an ache for a lot of players of the game, but I also disagree. Especially how you phrase things, it's like there is one way to tell a story, more even, only one story could be told from the initial premisse. If that would be the case, it's quite a limitation on story telling, without any unpredictability. If every storyteller followed those rules, playing the beggining of the game would make everyone kbow how it would end, we would just playout how to get there.
LOTRs is a fantasy world much appropriate for children (not only for children), CP77 is a cyberpunk story, the notion that any one person can't compete with the big corporations/way of the world is quite predominant here and the feeling of helplessness very much present and I believe they made a good way of presenting that and make the players experience that. Not to perfection, I do believe they dragged the formula on a lot of sidequests and gigs that end on an open-ending too much, which midway through the formula is recognized and becomes expected, so I wish they would give more player influence on Vs inner circle and inner world contrasting with his "minimal" influence against the big players/the city. It would make the whole game more unpredictable.
I guess I just don't agree with the notion "if the game tells you you need to save V's life then this must happen"; it takes away any possibility for nuance.

I'm actually very much in favour of stories breaking "rules" - and I'll absolutely enjoy it more when they can pull it off. The Fountain is one of the most unconventional and unpredictable movies I've ever seen and is my all-time favourite. In fact, I think most of my favourite stories break the rules in one form or another. So the idea that I think stories must "strictly be a certain way" isn't true at all. CP2077 is one of my favourites and it breaks conventions in a number of ways that I absolutely love. I love that I can play as a trans character for instance. And actually, it's because I enjoy CP so much, that I have such strong criticisms. In any case, I'm not saying, "this is wrong storytelling!"; I'm saying, "this aspect of the story doesn't work for me and here are the reasons why." And like I said earlier, I think writers are well within their rights to write whatever they want, but that doesn't necessarily mean it's going to work for me (and I'm certainly not trying to act like if it doesn't that it can't work for you). That being said, I don't think CP is trying to be unconventional from a story point of view - it's got a pretty familiar structure like a lot of action adventure games. I also don't think that CP is trying to be structured like a Shakespearean tragedy like, say, Romeo and Juliet, which is deliberately building towards a tragedy in order to understand why it happened. I just didn't get the sense CP was trying to do that either. If other people did, then fair enough :)

I think I hear what you and LeKill3rFou are saying about CP77's themes - the little guy vs the big man, helplessness, failure, struggle in the face of adversity - that sort of thing... But, to be fair, you could say the exact the same about LOTR :D REGARDLESS, I was never claiming "LOTR was done like this, so CP needs to be family friendly!". LOTR was just an example, I could've just as easily cited Nolan's Batman for instance. I was just drawing attention to the way those stories are structured and how they're similarly building up to a well defined goal. Now, I can understand that "6 months" is meant as a plot twist i.e. you expect that V's life is going to be saved, that's the climax it's building up to, that's the touchdown, but -plot twist- you've only got 6 months. I get that, and I think that's fine if you then do something with that plot twist (e.g. 6th Sense dealt with its twist at the end, which was a famously unconventional thing that worked brilliantly). But In CP, that twist isn't really dealt with - the 6 month thing is just sort of left open and hanging there (with the implication that she's still looking for a solution, whether it's the Nomad or Casino endings). Which is fine with me if the plan is to continue that story and bring closure there - if they don't I'll be really disappointed. So... time will tell :shrug:
 
Anyway, It seems to me that V is already "lucky" to have 6 more months to live, whereas has already and officially died three times in a few weeks. Quite lucky for an unlucky guy/girl :)
And maybe even five times if you take in account de la BD in "I fought the law" and the crisis at the bottom of the lake during "Pyramid Song".
 
I get the feeling you think I'm anti-sad endings or something. If that's the case, you can get that idea out of your head right now :) Again, I think it's a false dichotomy to reduce it into "happy vs sad" endings. For me it's about resolving everything that needs to be resolved so you have a satisfying ending.
The whole debate is perhaps fruitless if approached only compared to works of fiction, the general idea I believe is to degree at least disintegration and integration in psychological terms. That leaves option for new protagonist and cover fate of V like William Gibson did with protagonist of Neuromancer, his fate is mentioned in last novel of Sprawl trilogy of novels and it doesn't need to be death.
 
The whole debate is perhaps fruitless if approached only compared to works of fiction, the general idea I believe is to degree at least disintegration and integration in psychological terms. That leaves option for new protagonist and cover fate of V like William Gibson did with protagonist of Neuromancer, his fate is mentioned in last novel of Sprawl trilogy of novels and it doesn't need to be death.
Yeah and this might be influenced by generational culture gaps to an extent!?
I'm thinking of the X-Files for example; people growing up with the show (or grown) and other shows of that time are used to and apreciate background conspiracies where the protagonists only see small glimpses of. Many open endings. Most episodes would be an isolated story and once in a while the big background story would take a step forward. Today it's much more common to have closure fast. Even open endings are kind of stamped as "open ended".
 
Yeah and this might be influenced by generational culture gaps to an extent!?
I'm thinking of the X-Files for example; people growing up with the show (or grown) and other shows of that time are used to and apreciate background conspiracies where the protagonists only see small glimpses of. Many open endings. Most episodes would be an isolated story and once in a while the big background story would take a step forward. Today it's much more common to have closure fast. Even open endings are kind of stamped as "open ended".
Yeah well, I see what you mean but in general entertainment space in relevant genres, I think there's sort of conflict with producers and audience. It's not only about different tastes but that show get canceled and / or build for next step that never comes. I can see how that can be economical from production point of view but at the same time, can be very annoying to audience and generates distrust. For different tastes I recall I watched about 2 and a half seasons of X-Files because it became obvious that solving anything would be counterproductive for financial goals for producers. That's not to say it was a bad show but it just wasn't for me.

But I can see mistrust / trust creating a gap here but also something else, several gaps actually and I'm not sure at all that it's about generations though I can see that too. For me, so called "happy ending" or elements like uniting the Night City gangs present sort of childhood experience, what games from that era perhaps were and I can understand people wanting to experience that over again, while that's not the experience that is interesting to me. Great fiction, from the cyberpunk genre say Neuromancer, when I read it in early '90s it was technologically outdated but it brought back certain, I think it was Saturday in 1988 when there was a dip in stock market and how I see some adults around me, they were trying to act like everything's fine but they were like something had chilled them to the bone. Long story short, what followed couple of years later created lot of havoc around the world, we made mistakes managing our economy saving banks without oversight on banks, results were terrible. And I could see that coming, because I read Neuromancer and realized that I was not the only one thinking certain way and had started to learn about real economics.

That is to say, what separates from great fiction from the rest, for some of us it's not about fantasy, artificial reality but if that can help us to understand reality, even spark questions about reality. Here is funny detail about the game. Economical discussion often tends to slide brand A vs. B discussion, except if you know certain things from history, particularly political philosophy called modern liberalism and John Stuart Mill, there's a play offered brand B never was the original, but it's infact brand C that really went with the Soviet Union collapsing to its own impossibility this better homo sapiens, idea bigger than human... That's not to say unions and that aren't important, rules really because ultimately they exist to make something possible, like society that doesn't collapse or something.

What comes to fate of V - No, CDPR doesn't need to do A or B there either people dramatic sense can demand that, I don't mean that in judgemental way, but just to say, CDRP may have more options there and don't need to go for some sort of binary there at all and still have impact on players.
 
You seem to be fixated on the main story needing to deliver on saving V's life. I don't get this at all. The story was about V 's attempts to cheat death - which is ultimately futile. V should be dead at the hands of Dex, it was only the chip which prolonged their life at all.



I can't speak for anyone else, but I get what your saying, but I disagree :) . I think that's allowed.
Absolutely agree. I've mentioned it before in other threads, but the game follows the classic, literary arc of "The Quest for Immortality".

Every single piece of writing that has ever existed that deals with this theme -- every single one -- ends one of two ways:

1.) The character discovers that immortality is impossible and must face the reality of a mortal existence.

2.) The character achieves immortality at either the cost of all semblance of happiness...or at the cost of their humanity.

And it's no different here. By seeking immortality, V must eventually make a choice. Do they accept that they are going to die, much sooner than they believed perhaps, but maintain their humanity to the end? Or do they sacrifice their humanity and live on as technological construct: immortal, but something other than human?

The alternative is: "V fixes everything that's wrong and there are no lasting consequences despite grasping at this type of power. Everything is okay! Everything is fine!" To me, that is a weak, unqualified ending that completely ignores both the dramatic arc that was strongly established and the theme that has been built upon over thousands of years of literature exploring a simple truth of the human condition: to be human is to be mortal.
 
The alternative is: "V fixes everything that's wrong and there are no lasting consequences despite grasping at this type of power. Everything is okay! Everything is fine!" To me, that is a weak, unqualified ending that completely ignores both the dramatic arc that was strongly established and the theme that has been built upon over thousands of years of literature exploring a simple truth of the human condition: to be human is to be mortal.
Not as simple as that. It's far more context sensitive topic. There's definitely a slope to a classic trap here, old tales, Romeo and Juliet being famous example, author realizing that letting these characters live would never work for audience yet audience wanted a love story of a life time, so he did that. LOL and game explores that off shoot of that, association with love and death that cultures inherited from and deconstructs on philosophical level in Sun ending via Rogue and Johnny relationship.

Dramatically continuing V's story is very difficult though for same reasons as ever. It's impossible to make it appealing as eventually it would lead to banal aspects of life, getting old and that. But CDPR could, like I wrote could let V of the hook, blend into background and that wouldn't make V anymore or less immortal than anyone, not anymore than Case from Neuromancer. It's not immortality vs. mortality per se, but idea of being immortal in a way or another, say Jackie why he dies really? To become a legend. Death in game in major story points is always associated with deconstructing some ideal on philosophical level, even philosophical ideas themselves from say Nietzsche and Heidegger are treated like that (the Devil). I'm not going to elaborate about this further here as this has been discussed many times over in other topics.

Dramatic story telling has certain view to things based on certain needs, but that's just fiction side of that. In CP 2077 it would actually underplay Devil ending and what it means, if there weren't possibility to let V of the hook. What I think would be very difficult to pull of for CDPR would be keeping V central but they can let V become practically an NPC via some endings at least.
 
Absolutely agree. I've mentioned it before in other threads, but the game follows the classic, literary arc of "The Quest for Immortality".

Every single piece of writing that has ever existed that deals with this theme -- every single one -- ends one of two ways:

1.) The character discovers that immortality is impossible and must face the reality of a mortal existence.

2.) The character achieves immortality at either the cost of all semblance of happiness...or at the cost of their humanity.

And it's no different here. By seeking immortality, V must eventually make a choice. Do they accept that they are going to die, much sooner than they believed perhaps, but maintain their humanity to the end? Or do they sacrifice their humanity and live on as technological construct: immortal, but something other than human?

The alternative is: "V fixes everything that's wrong and there are no lasting consequences despite grasping at this type of power. Everything is okay! Everything is fine!" To me, that is a weak, unqualified ending that completely ignores both the dramatic arc that was strongly established and the theme that has been built upon over thousands of years of literature exploring a simple truth of the human condition: to be human is to be mortal.

Except V isn't trying to become immortal... To me that's a shoehorned comparision that's equivalent to seeing Jesus in your toast.
 
I'm actually very much in favour of stories breaking "rules" - and I'll absolutely enjoy it more when they can pull it off. The Fountain is one of the most unconventional and unpredictable movies I've ever seen and is my all-time favourite. In fact, I think most of my favourite stories break the rules in one form or another. So the idea that I think stories must "strictly be a certain way" isn't true at all. CP2077 is one of my favourites and it breaks conventions in a number of ways that I absolutely love. I love that I can play as a trans character for instance. And actually, it's because I enjoy CP so much, that I have such strong criticisms. In any case, I'm not saying, "this is wrong storytelling!"; I'm saying, "this aspect of the story doesn't work for me and here are the reasons why." And like I said earlier, I think writers are well within their rights to write whatever they want, but that doesn't necessarily mean it's going to work for me (and I'm certainly not trying to act like if it doesn't that it can't work for you). That being said, I don't think CP is trying to be unconventional from a story point of view - it's got a pretty familiar structure like a lot of action adventure games. I also don't think that CP is trying to be structured like a Shakespearean tragedy like, say, Romeo and Juliet, which is deliberately building towards a tragedy in order to understand why it happened. I just didn't get the sense CP was trying to do that either. If other people did, then fair enough :)

I think I hear what you and LeKill3rFou are saying about CP77's themes - the little guy vs the big man, helplessness, failure, struggle in the face of adversity - that sort of thing... But, to be fair, you could say the exact the same about LOTR :D REGARDLESS, I was never claiming "LOTR was done like this, so CP needs to be family friendly!". LOTR was just an example, I could've just as easily cited Nolan's Batman for instance. I was just drawing attention to the way those stories are structured and how they're similarly building up to a well defined goal. Now, I can understand that "6 months" is meant as a plot twist i.e. you expect that V's life is going to be saved, that's the climax it's building up to, that's the touchdown, but -plot twist- you've only got 6 months. I get that, and I think that's fine if you then do something with that plot twist (e.g. 6th Sense dealt with its twist at the end, which was a famously unconventional thing that worked brilliantly). But In CP, that twist isn't really dealt with - the 6 month thing is just sort of left open and hanging there (with the implication that she's still looking for a solution, whether it's the Nomad or Casino endings). Which is fine with me if the plan is to continue that story and bring closure there - if they don't I'll be really disappointed. So... time will tell :shrug:
Sorry if I had missunderstood your meaning. I love the fountain also
 
Absolutely agree. I've mentioned it before in other threads, but the game follows the classic, literary arc of "The Quest for Immortality".
Hmm, that's debatable. I bring it up because I do not believe that is what the narrative was about. To me it was about a character facing impending death and the player being given leeway to decide how that character responded to it.

The concept of Immortality is present but as more of a detail off to the side. Furthermore, it's never really there in the literal sense for V. Immortality enters the picture in the sense the player can optionally decide their version of V is hell-bent on performing epic, bold deeds in an attempt to immortalize their memory (I'd call this legacy myself....).

I realize certain.... descriptions... present the narrative as if it's about stealing a high-tech biochip to unlock immortality. This isn't the game I played. Everything pre-Heist involving the chip reduces it down to a valuable object to steal. It's not as if the Heist was presented as an elaborate plan to steal this high-tech "immortality device", learn how it works and then use it to grant all members of the team unending life. No, they were stealing it to sell it.

Yes, you could argue this touches upon the concept of immortality in a figurative sense. However, V may not give two shits about establishing any sort of lasting legacy. They could be chasing after this biochip purely for monetary considerations. They could be doing it for the hell of it. There are many possible reasons V would attempt the Heist. Those options raise questions whether the story is definitively about the quest for immortality.
And it's no different here. By seeking immortality, V must eventually make a choice. Do they accept that they are going to die, much sooner than they believed perhaps, but maintain their humanity to the end? Or do they sacrifice their humanity and live on as technological construct: immortal, but something other than human?
The technogical construct bit is questionable. The game doesn't clearly say this is what the sub-choice embedded within various ending pathways to cede the body involves. I believe there is mention of V "merging" with Alt if they stay in Cyberspace. What does that mean? Who knows.... Do they retain awareness and autonomy if they take this option? Again, who knows.... If this is supposed to be about sacrificing humanity for digital immortality one would think it would be crystal clear. Instead the game implies it's an end for V. V making a sacrifice to give Johnny another go of it (or Johnny forcing V do it in the Sun).

The player might not cede the body. Given this it's hard to see how the story is fundamentally about a sacrifice of humanity for digital immortality. The other endings don't really pose that choice either. All of those are arguably specifically tailored toward a specific outlook but also ambiguous enough to be open to interpretation.
The alternative is: "V fixes everything that's wrong and there are no lasting consequences despite grasping at this type of power. Everything is okay! Everything is fine!" To me, that is a weak, unqualified ending that completely ignores both the dramatic arc that was strongly established and the theme that has been built upon over thousands of years of literature exploring a simple truth of the human condition: to be human is to be mortal.
Fair point. This is what the story is about so it has to play out this way or it doesn't fit. That only works if the story is actually about the concept of chasing immortality. As noted above, I question whether it was in the first place.

The main reason the story didn't sit well for me isn't because V gets slapped with 6 months in what is arguably the best case scenario. It's the notion the narrative is railroaded all over the place.

In regards to any contiuation, my own preference would be to scrap it. V is done. Move on from it. Johnny and friends are done. Press on to new pastures. Sure, it'd be neat to see how that 6 month bit turns out, whether V can get another life from thin air (Suicide ending) and whether immortal Cyber V is a thing. I can't help but question whether the necessary effort to get there and do it well is worth it vs crafting something new.
 
Hmm, that's debatable. I bring it up because I do not believe that is what the narrative was about. To me it was about a character facing impending death and the player being given leeway to decide how that character responded to it.

The concept of Immortality is present but as more of a detail off to the side. Furthermore, it's never really there in the literal sense for V. Immortality enters the picture in the sense the player can optionally decide their version of V is hell-bent on performing epic, bold deeds in an attempt to immortalize their memory (I'd call this legacy myself....).

I realize certain.... descriptions... present the narrative as if it's about stealing a high-tech biochip to unlock immortality. This isn't the game I played. Everything pre-Heist involving the chip reduces it down to a valuable object to steal. It's not as if the Heist was presented as an elaborate plan to steal this high-tech "immortality device", learn how it works and then use it to grant all members of the team unending life. No, they were stealing it to sell it.

Yes, you could argue this touches upon the concept of immortality in a figurative sense. However, V may not give two shits about establishing any sort of lasting legacy. They could be chasing after this biochip purely for monetary considerations. They could be doing it for the hell of it. There are many possible reasons V would attempt the Heist. Those options raise questions whether the story is definitively about the quest for immortality.

The technogical construct bit is questionable. The game doesn't clearly say this is what the sub-choice embedded within various ending pathways to cede the body involves. I believe there is mention of V "merging" with Alt if they stay in Cyberspace. What does that mean? Who knows.... Do they retain awareness and autonomy if they take this option? Again, who knows.... If this is supposed to be about sacrificing humanity for digital immortality one would think it would be crystal clear. Instead the game implies it's an end for V. V making a sacrifice to give Johnny another go of it (or Johnny forcing V do it in the Sun).

The player might not cede the body. Given this it's hard to see how the story is fundamentally about a sacrifice of humanity for digital immortality. The other endings don't really pose that choice either. All of those are arguably specifically tailored toward a specific outlook but also ambiguous enough to be open to interpretation.

Fair point. This is what the story is about so it has to play out this way or it doesn't fit. That only works if the story is actually about the concept of chasing immortality. As noted above, I question whether it was in the first place.

The main reason the story didn't sit well for me isn't because V gets slapped with 6 months in what is arguably the best case scenario. It's the notion the narrative is railroaded all over the place.

In regards to any contiuation, my own preference would be to scrap it. V is done. Move on from it. Johnny and friends are done. Press on to new pastures. Sure, it'd be neat to see how that 6 month bit turns out, whether V can get another life from thin air (Suicide ending) and whether immortal Cyber V is a thing. I can't help but question whether the necessary effort to get there and do it well is worth it vs crafting something new.
Not a quest for immortality. The Relic is presented as immortality but the logic behind it (as presented to the people of NC) is that the person that slots the relic in stays in contact with a deseased person's engram. So the imortality here is from the person "slotted in". Anyways a game's themes can be plenty and the main theme doesn't need to show up on the objectives list; they are many times in the background. Immortality comes up a lot in many places;
V effectivelly died but the Relic brought him back. He then has a goal of keeping this new mortality but here comes the quest for immortality/cheating death. Immortality in legacy as you said, legacy on actions and people; Saburo's quest for immortality, literally...
 
Not a quest for immortality. The Relic is presented as immortality but the logic behind it (as presented to the people of NC) is that the person that slots the relic in stays in contact with a deseased person's engram. So the imortality here is from the person "slotted in".
Yeah, there was an advertisement of it playing on tv's at various points. Yes, later V learns what the relic is about and a greater understanding of the secure your soul program. The actual reason it exists being one of those tidbits. What does V know before the Heist blows up in their face? At that point it's just a high risk, high reward job. Everything points to stealing the Relic because of it's value. Not to unlock immortality.
Anyways a game's themes can be plenty and the main theme doesn't need to show up on the objectives list; they are many times in the background. Immortality comes up a lot in many places;
V effectivelly died but the Relic brought him back. He then has a goal of keeping this new mortality but here comes the quest for immortality/cheating death. Immortality in legacy as you said, legacy on actions and people; Saburo's quest for immortality, literally...
Yes, there are many themes in the background. The key here is in the background. I'm not saying immortality isn't touched upon. Only that the story is not based upon achieving it in any literal sense. Not for V.
 
Except V isn't trying to become immortal... To me that's a shoehorned comparision that's equivalent to seeing Jesus in your toast.
  • V and Jackie are trying to get to the "Big Leagues" -- a direct metaphor to achieving eternal glory in Night City.
  • They specifically head to a bar called "The Afterlife" and ask about "how you get a drink named after you" (which is a direct, literary analogy for living forever -- "my name shall live forever" -- as occurs throughout [especially] Western literature.)
  • They are told that the only way is to die -- the classic paradox of immortality. It's juxtaposition of the concept of actual immortality with metaphorical, achievable immortality. Again, a classic thematic of the quest for immortality.
  • They then encounter a man (Arasaka) who has come up with a way of prolonging his life indefinitely, but it requires an inhuman cost. Again, a classic, literary motif. (Over three thousand years of this stuff exists.)
  • The "immortal" is then slain -- another classic element of the motif that foreshadows the inevitable.
  • V receives aid from a "supernatural guide" we can't be sure is on his side. Classic character for the literature: Utnapishtim, Mephistopheles, Merlin, Cornelius Agrippa, Lestat...
  • V grasps at the "Wheel of Fortune" and is inevitably crushed by it. We see it in every, single literary piece that deals with the motif: Gilgamesh, Sisyphus, Beowulf, Le Morte d'Arthur, Dracula, Frankenstein, The Mortal Immortal, Interview With the Vampire...frig, even Star Wars goes there...
That's not seeing a deity in my Cheerios. That's recognizing clearly established literary theme based on thousands of years of classical art, as universally depicted around the world, and recognized as a core tenet of literature itself.

Compared to arguments of: "It's depressing that the game ends this way. We should be able to keep playing as V." While that's fine as a sentiment toward a video game...it's simultaneously missing the literary arc the game follows, completely. It's ignoring so much content and context; it's like pretending that gravity doesn't matter in a game about skydiving.


The technogical construct bit is questionable.
It is directly established with the existence of Mikoshi tech. That's what it is. You "Secure Your Soul" by becoming a digital construct like Johnny. That's not "interpretation" -- it's clearly and directly defined by the game.

Now...

...the interpretation can begin! Is that really still being alive? What about what Saburo Arasaka has done? Is it engram tech...or did he find something else? What about Johnny? Is that was engram tech means? You "become" the engram installed in you? Will V actually..."die"...or will s/he ultimately become Johnny? Either way, that still means "V" is gone forever. This is all left pretty speculative.

But the fact is: V is either dead or s/he will become an engram. There is nothing, absolutely nothing, in the plot that provides any other alternative of consequence. The Panam, "We'll figure something out," is empty hope. But it's still hope. The best of an impossible situation. They could, conceivably, reverse-engineer their own engram tech and "save" V, but the loss of humanity will be the same.


Not as simple as that. It's far more context sensitive topic. There's definitely a slope to a classic trap here, old tales, Romeo and Juliet being famous example, author realizing that letting these characters live would never work for audience yet audience wanted a love story of a life time, so he did that. LOL and game explores that off shoot of that, association with love and death that cultures inherited from and deconstructs on philosophical level in Sun ending via Rogue and Johnny relationship.

Dramatically continuing V's story is very difficult though for same reasons as ever. It's impossible to make it appealing as eventually it would lead to banal aspects of life, getting old and that. But CDPR could, like I wrote could let V of the hook, blend into background and that wouldn't make V anymore or less immortal than anyone, not anymore than Case from Neuromancer. It's not immortality vs. mortality per se, but idea of being immortal in a way or another, say Jackie why he dies really? To become a legend. Death in game in major story points is always associated with deconstructing some ideal on philosophical level, even philosophical ideas themselves from say Nietzsche and Heidegger are treated like that (the Devil). I'm not going to elaborate about this further here as this has been discussed many times over in other topics.

Dramatic story telling has certain view to things based on certain needs, but that's just fiction side of that. In CP 2077 it would actually underplay Devil ending and what it means, if there weren't possibility to let V of the hook. What I think would be very difficult to pull of for CDPR would be keeping V central but they can let V become practically an NPC via some endings at least.
Shakespeare didn't create Romeo and Juliet. He adapted it from a classic, Italian story that was already centuries old at his time. Shakespeare was his time's Disney -- he took time-honored tales and re-imagined them in both a contemporary and universal way. The comparison really only applies insofar as modernizing classical themes. (And Romeo and Juliet isn't a love story -- it's tragedy about gang violence. That's the most direct parallel to draw to our time. In fact, several characters, most prominently the Nurse and Friar Lawrence, go to some length about how Romeo and Juliet are not in love with each other. They're just silly kids infatuated with one another...but Lawrence politics a way of using them to end the feud between the Montague and Capulet families. And for whatever reason, the Nurse thinks this is a good idea instead of slapping him upside the head.) It's a story focusing on the classic themes of "The Feud" or "The Duel". (And Shakespear lambastes both of those things in numerous works.)

Cyberpunk is simply utilizing the classic "Quest For Immortality" theme, but setting it in the Cyberpunk 2020 universe. And I think it works very well! I think what many players struggle with is an open-ended, role-playing game that universally ends on a tragic-to-bittersweet note. Again, there's a difference between saying, "I don't like that choice for an RPG," and, "Let's just ignore what's there and do something else instead."

Trying to say, "V survives after all!" would be as weak an approach as the new Star Wars films, and would make exactly the same mistake. Just ignore and disqualify everything established so that more sequels can be released. (Arguably not Rogue One, though. I liked Rogue One.)
 
  • V and Jackie are trying to get to the "Big Leagues" -- a direct metaphor to achieving eternal glory in Night City.
  • They specifically head to a bar called "The Afterlife" and ask about "how you get a drink named after you" (which is a direct, literary analogy for living forever -- "my name shall live forever" -- as occurs throughout [especially] Western literature.)
  • They are told that the only way is to die -- the classic paradox of immortality. It's juxtaposition of the concept of actual immortality with metaphorical, achievable immortality. Again, a classic thematic of the quest for immortality.
  • They then encounter a man (Arasaka) who has come up with a way of prolonging his life indefinitely, but it requires an inhuman cost. Again, a classic, literary motif. (Over three thousand years of this stuff exists.)
  • The "immortal" is then slain -- another classic element of the motif that foreshadows the inevitable.
  • V receives aid from a "supernatural guide" we can't be sure is on his side. Classic character for the literature: Utnapishtim, Mephistopheles, Merlin, Cornelius Agrippa, Lestat...
  • V grasps at the "Wheel of Fortune" and is inevitably crushed by it. We see it in every, single literary piece that deals with the motif: Gilgamesh, Sisyphus, Beowulf, Le Morte d'Arthur, Dracula, Frankenstein, The Mortal Immortal, Interview With the Vampire...frig, even Star Wars goes there...
That's not seeing a deity in my Cheerios. That's recognizing clearly established literary theme based on thousands of years of classical art, as universally depicted around the world, and recognized as a core tenet of literature itself.
You are feeding me back what I have some others has went over in other topics many times and I'm going to cut this short. See...

Compared to arguments of: "It's depressing that the game ends this way. We should be able to keep playing as V." While that's fine as a sentiment toward a video game...it's simultaneously missing the literary arc the game follows, completely. It's ignoring so much content and context; it's like pretending that gravity doesn't matter in a game about skydiving.
I never made such argument, opposite in fact.

Shakespeare didn't create Romeo and Juliet. He adapted it from a classic, Italian story that was already centuries old at his time. Shakespeare was his time's Disney -- he took time-honored tales and re-imagined them in both a contemporary and universal way. The comparison really only applies insofar as modernizing classical themes. (And Romeo and Juliet isn't a love story -- it's tragedy about gang violence. That's the most direct parallel to draw to our time. In fact, several characters, most prominently the Nurse and Friar Lawrence, go to some length about how Romeo and Juliet are not in love with each other. They're just silly kids infatuated with one another...but Lawrence politics a way of using them to end the feud between the Montague and Capulet families. And for whatever reason, the Nurse thinks this is a good idea instead of slapping him upside the head.) It's a story focusing on the classic themes of "The Feud" or "The Duel". (And Shakespear lambastes both of those things in numerous works.)
He indeed did copy Italian story and also copied solution. I got familiar with this on university course, there were video lecture part of that and professors were from some New York academy and Royal Shakespeare something, anyway they had peer reviewed study. There was one different take to why Shakespeare killed Romeo and Juliet and that was from actress that was studying in London. So....

Anyway, it's important as it describes real problems still relevant today for creators, I mean Judy and Panam topics? :p

There's trend in academia sometimes ignore previous stuff and come up with some sort of mystery, publishing shit show part, visibility, perhaps additional grant for further research, frankly abusing poor peer review process in some universities.

Cyberpunk is simply utilizing the classic "Quest For Immortality" theme, but setting it in the Cyberpunk 2020 universe. And I think it works very well! I think what many players struggle with is an open-ended, role-playing game that universally ends on a tragic-to-bittersweet note. Again, there's a difference between saying, "I don't like that choice for an RPG," and, "Let's just ignore what's there and do something else instead."

Trying to say, "V survives after all!" would be as weak an approach as the new Star Wars films, and would make exactly the same mistake. Just ignore and disqualify everything established so that more sequels can be released. (Arguably not Rogue One, though. I liked Rogue One.)
You keep saying this and if CP 2077 were build on those rules this might work, but like I wrote before CP 2077 genius is in that it takes so yeah, Shakepeare and that, you are right about pattern, but it's very clear, I have zero doubt here, someone at CDPR had enough brains to think outside of the box and for example decided to throw Freud at Shakespeare and that's why it works! So this is the game CDPR made and no disrespect, but if want to argue about that, you need to take that to them.

The thing here is, that you see it only as continuation of classic fiction, when game actually deconstructs that stuff via philosophy and psychology and the best thing is, the way they do it is sound.
 
...the interpretation can begin! Is that really still being alive? What about what Saburo Arasaka has done? Is it engram tech...or did he find something else? What about Johnny? Is that was engram tech means? You "become" the engram installed in you? Will V actually..."die"...or will s/he ultimately become Johnny? Either way, that still means "V" is gone forever. This is all left pretty speculative.
It's there where the Monks, Johnny during Sinner Man and many more dialogues/moments launch the debate :)
(make your own opinion, there is no truth...)
And yeah, it's only "side quests". But related to the main plot (for me at least) :)
 
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You are feeding me back what I have some others has went over in other topics many times and I'm going to cut this short. See...
I never made such argument, opposite in fact.
Those weren't directed at your comments. For the "Let's just ignore the story and do it differently," I'm addressing the general consensus among people that want to say the story is unqualified or forced. I argue it's not -- it's inherent in the arc created. "Changing it" isn't really possible -- not without disqualifying what has been strongly established.


He indeed did copy Italian story and also copied solution. I got familiar with this on university course, there were video lecture part of that and professors were from some New York academy and Royal Shakespeare something, anyway they had peer reviewed study. There was one different take to why Shakespeare killed Romeo and Juliet and that was from actress that was studying in London. So....

Anyway, it's important as it describes real problems still relevant today for creators, I mean Judy and Panam topics? :p

There's trend in academia sometimes ignore previous stuff and come up with some sort of mystery, publishing shit show part, visibility, perhaps additional grant for further research, frankly abusing poor peer review process in some universities.
Yeah, there have been a lot of courses and documentaries and such that I've seen that never seemed to actually visit the source before coming to some interesting conclusions and interpretations. The whole reason he was so successful then -- and remains even more successful today -- is because he knew how to distill human nature down to its core. His words and ideas resonate so strongly.

And that's part of what I mean about Cyberpunk's story. Without the background understanding and context of the themes a piece is exploring, it's very easy to miss what it's establishing. The number of times I've heard Sonnet 116 used in a wedding...it's like an ice-cream headache.


You keep saying this and if CP 2077 were build on those rules this might work, but like I wrote before CP 2077 genius is in that it takes so yeah, Shakepeare and that, you are right about pattern, but it's very clear, I have zero doubt here, someone at CDPR had enough brains to think outside of the box and for example decided to throw Freud at Shakespeare and that's why it works! So this is the game CDPR made and no disrespect, but if want to argue about that, you need to take that to them.

The thing here is, that you see it only as continuation of classic fiction, when game actually deconstructs that stuff via philosophy and psychology and the best thing is, the way they do it is sound.
Here, I have to disagree. I don't think the game did anything to "deconstruct" the classical themes. They simply re-explored them in a new setting with new characters. I can find nothing -- not one example from anywhere in the story -- that deviates from the classic "Quest For Immortality" theme. Nothing. At the same time, I can run down the list and tick off all the boxes that line up nicely with every other piece I've ever read surrounding this. I can even applaud the beautiful nuance of using existing elements of Cyberpunk 2020 to blend this story in seamlessly. We have the trusted friend lost on the path...we have the supernatural messenger...we have sudden realization that grasping at power -- not wanting it -- is the critical mistake...we have the final choice and sacrifice. Every part of the motif is there. All of it. Everything.

What I will readily admit is: I can wholeheartedly agree this was probably not the best direction to take the game as a first outing for the IP. I think that a more open-ended, sandbox approach would have worked much better for one reason alone:

The Cyberpunk RPG has been a cult hit pretty much since its inception. As such, many people have taken it in their own directions. For the game to have created such defined lines, thematically and gameplay-wise, was almost guaranteed to alienate a big segment of the audience. I think an approach that let the player create any sort of character they wanted (choose whatever class, be a lingering paragon of hope, a ruthless ganger, cold-logic merc out for eddies, or anything in-between) would have gone over much better. Then, you have the run of Night City.

Trouble is...that sort of game could not have a carefully crafted narrative. And that's what CDPR has always been noted for. Frankly, the game was exactly what I was expecting, a little lackluster in some areas, but surprisingly better than I was expecting in others. I loved the story. Beautiful blend of gritty, surreal, and quirky.
 
Those weren't directed at your comments. For the "Let's just ignore the story and do it differently," I'm addressing the general consensus among people that want to say the story is unqualified or forced. I argue it's not -- it's inherent in the arc created. "Changing it" isn't really possible -- not without disqualifying what has been strongly established. Yeah, there have been a lot of courses and documentaries and such that I've seen that never seemed to actually visit the source before coming to some interesting conclusions and interpretations. The whole reason he was so successful then -- and remains even more successful today -- is because he knew how to distill human nature down to its core. His words and ideas resonate so strongly. And that's part of what I mean about Cyberpunk's story. Without the background understanding and context of the themes a piece is exploring, it's very easy to miss what it's establishing. The number of times I've heard Sonnet 116 used in a wedding...it's like an ice-cream headache. Here, I have to disagree. I don't think the game did anything to "deconstruct" the classical themes. They simply re-explored them in a new setting with new characters. I can find nothing -- not one example from anywhere in the story -- that deviates from the classic "Quest For Immortality" theme. Nothing. At the same time, I can run down the list and tick off all the boxes that line up nicely with every other piece I've ever read surrounding this. I can even applaud the beautiful nuance of using existing elements of Cyberpunk 2020 to blend this story in seamlessly. We have the trusted friend lost on the path...we have the supernatural messenger...we have sudden realization that grasping at power -- not wanting it -- is the critical mistake...we have the final choice and sacrifice. Every part of the motif is there. All of it. Everything. What I will readily admit is: I can wholeheartedly agree this was probably not the best direction to take the game as a first outing for the IP. I think that a more open-ended, sandbox approach would have worked much better for one reason alone: The Cyberpunk RPG has been a cult hit pretty much since its inception. As such, many people have taken it in their own directions. For the game to have created such defined lines, thematically and gameplay-wise, was almost guaranteed to alienate a big segment of the audience. I think an approach that let the player create any sort of character they wanted (choose whatever class, be a lingering paragon of hope, a ruthless ganger, cold-logic merc out for eddies, or anything in-between) would have gone over much better. Then, you have the run of Night City. Trouble is...that sort of game could not have a carefully crafted narrative. And that's what CDPR has always been noted for. Frankly, the game was exactly what I was expecting, a little lackluster in some areas, but surprisingly better than I was expecting in others. I loved the story. Beautiful blend of gritty, surreal, and quirky.
Those weren't directed at your comments. For the "Let's just ignore the story and do it differently," I'm addressing the general consensus among people that want to say the story is unqualified or forced. I argue it's not -- it's inherent in the arc created. "Changing it" isn't really possible -- not without disqualifying what has been strongly established. Yeah, there have been a lot of courses and documentaries and such that I've seen that never seemed to actually visit the source before coming to some interesting conclusions and interpretations. The whole reason he was so successful then -- and remains even more successful today -- is because he knew how to distill human nature down to its core. His words and ideas resonate so strongly. And that's part of what I mean about Cyberpunk's story. Without the background understanding and context of the themes a piece is exploring, it's very easy to miss what it's establishing. The number of times I've heard Sonnet 116 used in a wedding...it's like an ice-cream headache. Here, I have to disagree. I don't think the game did anything to "deconstruct" the classical themes. They simply re-explored them in a new setting with new characters. I can find nothing -- not one example from anywhere in the story -- that deviates from the classic "Quest For Immortality" theme. Nothing. At the same time, I can run down the list and tick off all the boxes that line up nicely with every other piece I've ever read surrounding this. I can even applaud the beautiful nuance of using existing elements of Cyberpunk 2020 to blend this story in seamlessly. We have the trusted friend lost on the path...we have the supernatural messenger...we have sudden realization that grasping at power -- not wanting it -- is the critical mistake...we have the final choice and sacrifice. Every part of the motif is there. All of it. Everything. What I will readily admit is: I can wholeheartedly agree this was probably not the best direction to take the game as a first outing for the IP. I think that a more open-ended, sandbox approach would have worked much better for one reason alone: The Cyberpunk RPG has been a cult hit pretty much since its inception. As such, many people have taken it in their own directions. For the game to have created such defined lines, thematically and gameplay-wise, was almost guaranteed to alienate a big segment of the audience. I think an approach that let the player create any sort of character they wanted (choose whatever class, be a lingering paragon of hope, a ruthless ganger, cold-logic merc out for eddies, or anything in-between) would have gone over much better. Then, you have the run of Night City. Trouble is...that sort of game could not have a carefully crafted narrative. And that's what CDPR has always been noted for. Frankly, the game was exactly what I was expecting, a little lackluster in some areas, but surprisingly better than I was expecting in others. I loved the story. Beautiful blend of gritty, surreal, and quirky.
I wouldn't say your point of view and yours, CS554 are very different overall; more the "deconstruct" term discussion so common in the arts world. I personally prefer reconstruct as a lot (most?) Ideas have been explored, we can ultimately find our authentic way of pondering upon and expressing them, inline with the available technology and influenced by it's contemporary society, culture, zeitgeist.
 
  • V and Jackie are trying to get to the "Big Leagues" -- a direct metaphor to achieving eternal glory in Night City.
  • They specifically head to a bar called "The Afterlife" and ask about "how you get a drink named after you" (which is a direct, literary analogy for living forever -- "my name shall live forever" -- as occurs throughout [especially] Western literature.)
  • They are told that the only way is to die -- the classic paradox of immortality. It's juxtaposition of the concept of actual immortality with metaphorical, achievable immortality. Again, a classic thematic of the quest for immortality.
  • They then encounter a man (Arasaka) who has come up with a way of prolonging his life indefinitely, but it requires an inhuman cost. Again, a classic, literary motif. (Over three thousand years of this stuff exists.)
  • The "immortal" is then slain -- another classic element of the motif that foreshadows the inevitable.
  • V receives aid from a "supernatural guide" we can't be sure is on his side. Classic character for the literature: Utnapishtim, Mephistopheles, Merlin, Cornelius Agrippa, Lestat...
  • V grasps at the "Wheel of Fortune" and is inevitably crushed by it. We see it in every, single literary piece that deals with the motif: Gilgamesh, Sisyphus, Beowulf, Le Morte d'Arthur, Dracula, Frankenstein, The Mortal Immortal, Interview With the Vampire...frig, even Star Wars goes there...
That's not seeing a deity in my Cheerios. That's recognizing clearly established literary theme based on thousands of years of classical art, as universally depicted around the world, and recognized as a core tenet of literature itself.

Compared to arguments of: "It's depressing that the game ends this way. We should be able to keep playing as V." While that's fine as a sentiment toward a video game...it's simultaneously missing the literary arc the game follows, completely. It's ignoring so much content and context; it's like pretending that gravity doesn't matter in a game about skydiving.



It is directly established with the existence of Mikoshi tech. That's what it is. You "Secure Your Soul" by becoming a digital construct like Johnny. That's not "interpretation" -- it's clearly and directly defined by the game.

Damn. I can't really disagree with any of that. Jesus really IS in the toast... :D

I still don't think that works completely though because after the prologue that's no longer what the story is focussed on.
The prologue totally follows that arc, sure - they're shooting for immortality, they reach the proverbial fountain of youth, but then Jackie dies and V ends up with a couple weeks left. They could've done an epilogue right after that and rolled the credits then and there.

But they don't; instead the meat of the story begins and it's no longer about achieving immortality. The goal has completely changed. Now what's the point in doing that with your story if it's not going to make a significant difference? I mean, here's the timeline with a 6 month ending:

(Prologue) = quest for immortality --> jackie dies and V's lifespan is cut to a couple weeks (/prologue)
(Bulk of story) = quest to find a cure ---> ends up with 6 months instead (/bulk of story)

To me, that means V's practically ended up right back to where the main story started. And for what? What's the point then?
 
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