Classic CDPR: design something poorly, then try to fix it without understanding the cause, creating new problems.
New approach tries to add a sense of progression, but in a way that feels artificial and unnecessarily restrictive.
I never played other games from CDPR than the first Witcher. Then years later I tried the sequel, played it for I think 2 to 5 hours and realized that fantasy just isn't my genre, so I don't know what's the history here.
I don't need an essays here, but if you could tell if there's a pattern of checklist type mechanic (design, checklist can be presented many ways) added to solve [something], if there's a pattern of virtual items rewards and such that may have little to even none game play value (does reward item enable new ways to solve problems presented in game in a practice) and / or any possible addictive mechanic used to solve a "problem".
A bullet list would be enough. I can found more then if I feel I need to via videos I think, but I need pointers first as I have no any intention to play Witcher series and while there's been hardly anything casual in a way I have got to this game, even Covid was a factor there too. It's that I don't really play games that much and usually there can be months that I don't even turn my Xbox on, but to rent a movie or series if even that.
I used to play games on PC back in the day and my impression about gaming media is that it has been irrelevant for my interests for more than a decade, so I'm with very few options here to learn about this history with CDPR.
I don't think they will substantially change this at this point, so we're left with system as it is.
While I'm on Xbox and console players wouldn't benefit, the largest audience for this game is still on PC where there's possibility to change things via mods. While creating new story content with voice acting and that is probably beyond the scope of that space, for story content information via text messages via in-game phone, emails and data shards could be used and of course major consequences like with "The Frolics of Counsilk woman" adding a news item to in-game the Net pages, WSN and N54.
For the next game, hopefully, in the series, I really want to see full revision of gigs and completely different sense of progression
1. Before working for large fixers ( that run the jobs in districts), player would work small time jobs for local fixers ( like Kirk) in starting area. Whole work your way up from the gutter, so to speak.
First, I get what you meant with role of Kirk. If there's a new fixer in town and there is as revealed by some GIG's from Regina, even though V may never meet that fixer (only option would be Mr. Hands but I'm not getting any Soviet vibes from him) possibly settings aspect is solved simply by including that fixer in Afterlife network, so I got bit distracted there.
2. After you gain enough rep, you learn location/phone number of major fixers and you have to visit them. You introduce yourself, they give you info on district, factions, etc.
3. For each, you'd have a preliminary set of "generalist" gigs ( that don't require specific approach), to prove you're capable/reliable
4. After this, you can call a fixer on phone and ask them for specific type of gig ( steal, hack, someone taken out, rescue, delivery, etc).
5. When you've done these gigs ( well) and fully earned their trust, it opens up more unique/difficult jobs, that give best rewards ( like Sinnerman)
6. So "three tiers" of progression so to speak
7. More moral choices and consequences with how you complete jobs. More character dialogue.
I'm not sure if this isn't just replacing one check list with more checklists. How I read this is that more complicated checklist replacing simpler one.
What is the problem here? Sense of progression with fixers. for how many players exactly is that an issue? What would be the point of, more so what's the point with Street Credit now except unlocking Sinnerman? Other possible side jobs? (Garry the Prophet story line is not tied to Street Cred but how many times V converses with him and time passed after those conversations)
For player freedom and freedom of design, checklist design doesn't allow scenarios where V doesn't do the GIG or fails a GIG, maybe on purpose. I don't know what roleplaying is and I don't care of that discussion but for me as player I really liked when previously had a freedom not to do something and players may come to decision like that, what will their V does or does not from different points of views, you wrote about moral but considering background information given gig concerning council woman Cole, from ethical point of view, or both.
Failing a GIG then, I didn't try this, but another GIG from Dino, I think it's called "Lack of Empathy". Owner of club has been dealing with snuff video stuff and collaborating with Gottfrid and Fredrik’ from "Dirty Biz". With 1.5 I don't know if killing that NPC locks out progression with Dino or not. That would be, one more element to player freedom, failing an individual gig. Time being a limiting factor for most people, with current design how many players dares to even try? It's first GIG in Dino's line and failing that might lock player out from all the rest. Like I wrote, I don't know if that's the case, but I don't see checklist design encouraging experimentation.
What's the goal here? While I can get you are offering a solution, there's that it looks like more of the same in more complex manner.
What I think could be done now, with the game we have with if any modders would take this under consideration:
- Return GIG's unlocking to Street Cred, not everything necessarily comes available at once, but there could be intervals like 20, 30,40, even perhaps 45 to 50.
- Enable access to rewards from Fixers in alternate way. If player does all the gigs for fixer (no matter in what order) they will get item as reward for free. If player doesn't do all the gigs, reward items would become for sale at Street Cred 50 regardless and fixer would be willing to sell them to V for Eurobucks. There could be alternate modified SMS message from fixer to inform player about that.
- If news item related to Council Woman Cole is removed from game or hard to access, explore possibility to use in-game Net pages, particularly if news item for consequence for doing that GIG would be made available for player via WNS and N54 pages.
I'm on Xbox but if I were on PC I for one would like to find something like that.
"OPINION ON FIXER "UNLOCKING GIGS" PROCESS 1.5"
If I were to guess, I'd say this was done in an attempt to make the game not foul up as much when players leave open too many jobs and or gigs.
Foul up in what sense? Triggering fear of missing out? OCD?
There's "One more GIG" option available for players after the credits.
As you probably know, it was unwise from the beginning to do that.
Not OP, but I don't get this.
There's freedom to choose and explore which is different for just following a path. Neither is an ass following a carrot hanging from a stick exploring anything, it's just trying to catch a carrot, that being only agenda available to it.