Not that I'm personally into bowling but what's wrong with your character taking a night off to do so with their cousin? I'd say something as simple of this adds to the illusion of "real world" in a game, not everything revolves around "Mission".
Why do those Corporate Dead things when you can do edgerunner entertainment? Be it partaking in or observing arena kill-sports, engaging in combat dancing or swapping murder-based black market braindances with your crew.
By the Holy MaxMike and his Angels of the Perpetual Minigun.
Genius.
We need BIGGER FUCKING GUNS.
:huh:
Not mine, i just copied the add for DDI Prayer device (Chromebook 2 i think), as Maxmike says in "Hey, listen up you scerewhead" sourcebook : "only copy the best authors"
Automatization could very easily explain the insane unemployment rate.
Machines replacing a large chunk of human workers on account of not needing to eat, rest or get payed.
In turn leaving a lot of hungry people on the streets, and an even richer corp elite.
cRPG elements would be very nice. Like analogue choices made by utilizing gameplay mechanics to player's wish and not "press A to kill a baby or press B to save a baby", ability to kill anyone you want and have it affect storyline authentically. A lot of authentic dialog not like in bethesda's titles. Perk system. I also liked the character development systems from fallout games. It means no classes, only stats and skills and if you want to be known as "hacker" or "terrorist" you just have to be acknowledged by everyone as one or another by hacking or terrorising on a large scale. Also, no good-evil bar, only reputations with factions.
Maybe I should rethink FO:NV, I skipped it because I assumed it was just more Fallout 3 which was OK but not "great".
To kanonite:
They were moraly grey but most of the times they were binary. What I mean by analogue choices is like in fallout new vegas in the first town you are presented with problem of powder gangers wanting to destroy the village. At that situations you can
-join the gang and take over the village with them
-protect the village
-sell out one guy to the gang so they leave the village alone
-kill the ganger responsible for all this
-kill everyone in the village yourself
-kill the guy that they want to get
-not do anything and leave the town to itself
-get the help of local shopkeeper in protecting the village
-get the help of all the villigers in protecting the village
-get the help of Sunny Smiles
-get the help of a doctor
-get the help of victor
-get the help of a guy with crate of dynamite
-do it all alone
-get the help of the shopkeeper in destroying the village
-get the doctors help destroying the village
And that's not all you can do during the quest and all the things i mentioned are completely optional. That's analogue choice and it's awesome because it gives you complete agency and once you completed the quest you feel empowered because both the run and outcome of the questline fully depends on your decisions. And that's what should be in a dream RPG. Also, Fallout New Vegas is like this from start to finish and is probably my favourite game of all time.
To kanonite:
They were moraly grey but most of the times they were binary. What I mean by analogue choices is like in fallout new vegas in the first town you are presented with problem of powder gangers wanting to destroy the village. At that situations you can
-join the gang and take over the village with them
-protect the village
-sell out one guy to the gang so they leave the village alone
-kill the ganger responsible for all this
-kill everyone in the village yourself
-kill the guy that they want to get
-not do anything and leave the town to itself
-get the help of local shopkeeper in protecting the village
-get the help of all the villigers in protecting the village
-get the help of Sunny Smiles
-get the help of a doctor
-get the help of victor
-get the help of a guy with crate of dynamite
-do it all alone
-get the help of the shopkeeper in destroying the village
-get the doctors help destroying the village
And that's not all you can do during the quest and all the things i mentioned are completely optional. That's analogue choice and it's awesome because it gives you complete agency and once you completed the quest you feel empowered because both the run and outcome of the questline fully depends on your decisions. And that's what should be in a dream RPG. Also, Fallout New Vegas is like this from start to finish and is probably my favourite game of all time.
Maybe I should rethink FO:NV, I skipped it because I assumed it was just more Fallout 3 which was OK but not "great".