Cyberpunk 2077 - Your Ideas For A Dream RPG

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But yeah, it's a dream RPG right? ;)

I support everything you said. But what we want for a dream RPG game will surely cost CD projekt red A LOT of money and hard work, and i am sure all of us know that. I just want to say that we know that we are asking a lot of you CD projekt red but you have to know that i and many others will stand by you and support you with whatever way we can because to be honest you are like the only major company that care for its fans and truly work hard to deliver awesome games. Even if it takes 5 years to complete the game i will wait for it and will buy it even if it cost 100$, because if it will meet our expectations that i can easily see myself wasting hundreds of hours playing it.

Thanks a lot CD Projekt RED.

Chapstermaster21
 
Anyway, since they produce, release and distribute (If I don't say anything wrong) their game, they're mostly free to do whatever they want.
Their only limits are the budget (backed up with the Witcher's success, not so much of a problem IMO), and the "censorship", not that they can't go far with violence, gore, harsh words and porn, but there are "limits" they'll have to put (which are kind of small anyway), like no "pixel porn" or those kind of things, because honnestly sex is more taboo than violence when it comes to censor, so I figure that they're pretty fine to go as deep as they want with the "dark & mature" side of cyberpunk.

The thing is CDPR are player before anything, it's like Mike Pondsmith saying "I want this game to be the game I want to play, nothing else", so I'm pretty confident that it'll be a good game (tho, I do wait for the first real footage of the game, etc... to start judging the game)

But I do think that if you liked Cyberpunk 2020, the dark rock'n roll ride in a screwed up future vibes, there are chances you'll like Cyberpunk 2077. (Otherwise, go back swinging your sword in your dungeon, it's not a game for you)

I mean, it's not just a "franchise", neither a "genre" like :
"Hey guys! We're CDPR and we're doing a survival horror".
It's not even a "Cyberpunk" game, like Deus Ex or System Shock, etc... meaning with a specific design.

It's just "Cyberpunk : The Game", you got what you get, they can't change much without making it a totally different game, sure the design will change, etc... but the people, the vibe, the feel, it'll stay the same, mostly when you read their interviews, they plan on making a totally free RPG, with interactive dialogues, a totally customizable character, lot of factions, lots of items, etc...

It's just cyberpunk and it'll be badass.

IMO, if they just flesh out what is already there, it's already some kind of a dream RPG, cyberpunk is so much of a dense world that they'll either succeed or fail really hard, there are no "middle place" here.

They have the power and the money to do it (The Witcher is a great and sucessfull game), if they do it right, they can make something really awesome out of it.
 
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Certain of the classic rulebook design aspects will altered of course. Some due to implementation issues, I rather doubt we'll see geology as a skill in CP2077. Others due to Mike and/or CDPR having a "better idea" since 1990. And of course others that are hard to code, the whole "Origins and Personal Style" section of the rulebook (pg 34-39), GREAT stuff for fleshing out a character and a GM can made use of it, but in a computer game?
 
And of course others that are hard to code, the whole "Origins and Personal Style" section of the rulebook (pg 34-39), GREAT stuff for fleshing out a character and a GM can made use of it, but in a computer game?

Now, see, this, THIS is part of my Dream RPG.

When you played Bloodlines, you remember they ask you those questions about how you handle situations? People stealing your wallet, old guy getting mugged, lucky lottery win, etc? Yeah. That was cool and let you set up your character's poersonality as separate from your own.

Of course, that didnt' stick around too long, as the game was distracting and you probably diverged from that original character a fair bit - but imagine if CDPR did that better?

You answer the questions, similar to the Origins and Style section of the 2020 book, which lets you determine your pesonal heroes, attitudes to others, clothes preference...and then the game logs those and flips certain switches in the engine. Now you have different choices in stores, a better chance of certain events, a different layout in your apartment, etc.

It's always a challenge to get players in touch with their characters - this could help a lot. And be cool!
 
I agree.

Btw, I meant something more like "the freedom and open world of Night City, filled with thrilling things to discovers and things to do" than "We'll have Geology and an Outfit skills, yay!".

You don't need any of those skills to flesh out Cyberpunk 2020, just you and you crew, roaming a dark foggy street with drunken punks all over the place as you try to find your way in an overcrowded Night City, prostitute trying to hook up with you, a fixer come over to sell you drugs.... A boostergang comes by and try to racket you, that's what I meant.
Everything they need to flesh a perfect cyberpunk game is already in paper, then, yes, if they manage to add better ideas and gameplay mechanics it'll just be even better!

But the basics are here:
A distopic and ultra-violent capitalistic soon-future where everyone is a criminal, even the good guys, because it a giant "all against all", now add whatever you want over it, I just want to "feel" it, by the time the game is playable I'm fine with it.

I just want the Cyberpunk 2077 world to be the same as in 2020, not technology wise (sure, they'll add a lot of stuff to fill between 2020/2077), but I do want the gangs, the violence, the dirt, the megacorporations, the cold and dark street, the fog, the black market, the huge difference between the combat zone, Night City's suburbs and the Corporate Plaza, etc...

I want to feel the danger, more than wandering among 5 NPC standing around all night and days.

The basics of the game are simple, if they adapt it, they need to keep close to the "create your character, and do whatever you want with him, it's "you", so put your best jacket and get out exploring Night City".
I'd be more interested in this, implying a lot of replay value (every new game will really be a "new game"), more than a Cyberpunk : Isolation, that you'll have fun for 20h playing the storyling and since there are nothing more to get from it, it'll eat the dust on you shelve.

Creating a cyberpunk game is easy, you just need to stick a cyberpunk design over it, everyone can do it.
Now, fleshing out Night City and letting you wandering inside with your OWN character, without any "pre-designed" goal, so you can choose what your story will be, that's interesting.
More than the casual:
"Meh, I'm a poor punk, corporate are bad, they kill [insert a sibling name], Damn, I loved him/her, so now I'll take my vengeance, someone hire me, I have no chances to say no, they boost me, I manage to kill the corporation, save my ass blablablablabla" it's the same story each time. It works as a quest, but not as a main story IMO.

IMO, "designing" your character is more than having a " + / - " button to choose how big your breasts will be or if your hairs will be black or blue (or both).
It's really giving him a life, a goal and things he loves or hate, which will have a direct impact on how you'll experience Night City.

If I want to play a street punk addicted to synthcoke, which love to thrash people in dark streets I'll not make the same character as if I'd want to play a cool corporate who love to drink champagne and fondles playmates butt.
Those two roles can't stick to those two character, each one has his vision of the world and his own look.

That's what I want for CP77, a character driven RPG, not a "we all know what's going to happend, I win in the end" story driven RPG, it just kills the replay value since they can't put 200 different full stories in a game, but they absolutely can put 200 puzzle pieces that you're free to assemble as you want to create your own story out of their own.

That's what I had in mind.
I'm bored with those false "liberty and consequences" they stick everywhere when it's all two different dialogue line for one character...
And consequences are just a bunch of NPC going out of nowhere to kill you because they're supposed to be "the consequence".
 
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What do you mean - specifically - by "creating your own story from 200 puzzle pieces with no pre-designed goal"?

I'm assuming you don't mean altering a central narrative - how it works, plays out and how it concludes - through different approaches and characterbuilds, since you say there should be no set goal to reach.
 
What do you mean - specifically - by "creating your own story from 200 puzzle pieces with no pre-designed goal"?

I'm assuming you don't mean altering a central narrative - how it works, plays out and how it concludes - through different approaches and characterbuilds, since you say there should be no set goal to reach.

You know, most talented writer write the end at first and then works their book out of it.

So how is a Cyberpunk game supposed to end anyway?
You're either dead, or get back at your starting point.

There aren't any narative in Cyberpunk 2020 except the shit happening to you, everything else is just background.
Even in Blade Runner, there aren't any narrative excepted for "the guy's job is to kill robot, he kill the robot, fall in love with another robot, the movie end, he's back to where he started, with some problems as a bonus : they want to kill him because he saved Rachel".
Even in Neuromancer, Case won nothing out of unleashing Wintermute in the net, in Hardwired, Cowboy just won a girlfriend, etc...
I could name thousands examples of how there are never any "central plot" in Cyberpunk, it's just some adventure in an everyday life
As I said, the whole Blade Runner story is good for a mission, not "the whole game's storyline", it would be boring and really lazy.
We have technology, we have a lot of things, if you can't imagine a game letting you build your own story inside it, it doesn't mean it can't happen (and yep, the earth isn't flat, even if everybody thought the opposite back then)

Should be there a storyline to follow? I'd be fine with it, but it wouldn't follow the "character building" mechanic, it's simple, unless "creating your character" is just a "how is he going to look like?", then yes, Mass Effect or Skyrim do it pretty well, you make your character as you want him to look, and then you follow the story line, but that's not a "RPG", it's just a customizable character with an unique and un-alterable storyline with just some lazy "bonus thing" aside, talk about "choices and consequences", what if I'm all "Yeah? I'd love to join the bad guys in Mass Effect", well I can't.

Now, you can take the storyline, break it in a lot of pieces, and each part you'll do, will influence the world around you (if you caused havok in Arasaka in your first mission, you'll be sure they'll be on your ass after that, the same way if you joined Arasaka, people who hate them will hate you too, etc...), let's say you steal a cyberarms and go sell it to a boostergang, the game will know you've done this and everything else will be linked to this, adding it the other "things" you've done, that's a way to build your own story (something like Fallout New Vegas, with no predetermined "goal", you're free to do whatever you want in any order you want, and by so, your story and the way people see you change from one game to another)

It's not so hard to imagine, New Vegas did it pretty well, and I'm sure CDPR can take this to a whole new level (seeing how Bethesda kept it at a low level, I figure what it could be if they just work it in a better way).

You want a good cyberpunk game with a good storyline and well done narative?
Go play Alien Isolation, you'll love the design, etc...
But once you'll have done your 20h worth of gameplay and end the game, you'll never play it again, sure, they could have added a few more dialogue line for some alternative events, but the game would have followed the line from point A to point B, and once you'll have finish the game 4 times and checked every dialogue line possible, you're at the same point as the first time : nothing more to do.

This is what an "open storyline" could manage to give you, a "real freedom" to build the story you want in a given world, but in the end you're just limited by "what you've done, and how it impacts the street" not "how much % of the storyline have you completed?", this is overdone and boring, unless they want to make Cyberpunk like "the witcher", but then they'd deny everything they said about "a customizable character and a real RPG where you create a character and impact on the world with it", if you follow a "rock-hard" story line, you'll be limited by the said story, and then you can't really be "free" to join a given faction or whatever.

Plus, if CDPR let some "hooks" to add missions, consequences, choices, etc... as DLC, you're up for an eternal story with your character, why having only 20h of game-time when you can build your own "story" (and reputation, choices, etc...), becoming a badass, doing the most dangerous mission ever, and keeping your life going for +900hours if you want it?

Sure they could just make it "point A to point B" kind of story : start in the street and end by winning your goal, but in the end what should we hope for?
Saving the princess? Becoming a kingpin? Being the king of all corporate ever? Being rich? Saving the world? Being invincible?
It's not how Cyberpunk plays out, you'll always be the underdog and get fucked by life, it's how it goes, it's an eternal circle.
Once you'll have your beautifull apartment in corp zone, it'll be looted and you'll have to get back working to replace your stuffs.

In Cyberpunk, you're no one, you can be replaced by anyone, you've nothing in particular, so what do you expect from the storyline? from the end of the game?
You'll be disapointed, you'll just do mission over mission and people (because of your reputation) will know you, what you've done and that's it, you'll be ready to go to your next mission.

Even in the end of the 4th Corp War, once they blasted the Arasaka's tower with a nuke, what happened?
N.O.T.H.I.N.G.

They just had their criminal charges erased and that's it "get back to your casual life".
Their mission just impacted the world by "no more arasaka tower" but they kept on doing shitty job and shits because the game don't end after it.

You could totaly have the same mission in the game, once your skill set is high enough so the goverment call you and ask you to blast XXX's tower, then you blast it, the world will be influenced by it, you'll earn some reputation out of it and that's it, the game isn't gonna end there, you'll keep on doing your casual life. Still, the XXX's guys will be on your ass, send you solo, etc...

And what if you say "fuck you" to the governement and let XXX's tower alone, instead, you go to XXX and tell them "those guys want to blast your tower!". Then, you'll probably have the governement on your back, it's up to you to know what sauce you want on your meal.

Add to this that the whole city can be alive too, people can come by harrassing you for no reason, a corp-war can start between two corporation (then it would be harder to find weapon on black market, or easier depending on the scale of the war, etc...).

You'd not be the center point of the world, just a part of it.

Now you can impact heavily on how the story of your character will play out, and it's not so difficult to do, they just need to implement a system which will deal with your reputation, your choices and the given consequences of it, then all you'll have to do is simple:
Deal with it.

This is how you keep a game at "Street Level", nothing to earn except some cash and being thankfull that you didn't finished in a bobybag in your last mission.
In the setting I explained, you'd be in charge of your life, the factions you want to join, how people will perceive you, how you'll percieve people, etc...
But in the end, as they said "you'll win nothing excepted for being lucky to be alive today"

Cyberpunk 2020 is about this: you roam the street, you're poor, and you find some shitty job to earn a few money, you have a given goal, but you'll have to work around to make it possible (doing missions, etc...), once you've the cash and the street knowledge you need, you can buy things to help you doing what you want.

Everything else in the book is just background (and a realllyyyyyy wiiide one) to give the player an idea of what he can do in the world and how it will impact it, after this, there is nothing, all you do is mission after mission, and it build the world surrounding you.

Just like you'll not have a "thank you for playing" cinematic once you're dead in real life, you're just dead, there are no goal in your life excepted for the one you want it to be.
This is what Cyberpunk 2020 is about, there aren't any "global story", just an accumulation of missions, choices and actions which will drag consequences out of it and build your character.

I believe it would be pretty inovative, immersive (since you're the center point of the story, it's YOU and just YOU), you could do coop with your friend, it would also impact the game (friends, you'd share problems with them, etc...), I find this way more interesting than doing a "copy-paste" story line from William Gibson, paste a "Cyberpunk sticker" over it and sell us 100h of game-time that you'll not start again.

And I'm not even talking about how difficult it would be to make an unique storyline who would stick to every role.
If you're a plumber, no one will call you to hack Sony's server.
Then, you still can make the game "one character only" like Fallout, but that "kill" the street feeling.

If you're a musician, you probably knows a lil in hacking, a lil in fixing tech, etc...
But you're talented as a musician.

the "One character for all" is more "I'm talented in everything if I want it to be", which is absolutely unrealistic and make you too much "out of the crowd", when you're supposed to be "one among the mass".

At least, that's how I see it.
 
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Now, you can take the storyline, break it in a lot of pieces, and each part you'll do, will influence the world around you (if you caused havok in Arasaka in your first mission, you'll be sure they'll be on your ass after that, the same way if you joined Arasaka, people who hate them will hate you too, etc...), let's say you steal a cyberarms and go sell it to a boostergang, the game will know you've done this and everything else will be linked to this, adding it the other "things" you've done, that's a way to build your own story (something like Fallout New Vegas, with no predetermined "goal", you're free to do whatever you want in any order you want, and by so, your story and the way people see you change from one game to another)

It's not so hard to imagine, New Vegas did it pretty well, and I'm sure CDPR can take this to a whole new level (seeing how Bethesda kept it at a low level, I figure what it could be if they just work it in a better way).

You want a good cyberpunk game with a good storyline and well done narative?
Go play Alien Isolation, you'll love the design, etc...
But once you'll have done your 20h worth of gameplay and end the game, you'll never play it again, sure, they could have added a few more dialogue line for some alternative events, but the game would have followed the line from point A to point B, and once you'll have finish the game 4 times and checked every dialogue line possible, you're at the same point as the first time : nothing more to do.

I'd love to see something like this, but as a former programmer myself I have no clue how to reasonably develop this much game content. It always comes down to time/money and that fact that no game can react to player actions the way another person can.

That's not to say they can't put in some content along these lines as you mentioned. Because otherwise all you get is Diablo, combat with no other worthwhile content.
 
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K. I think I understand now.

You said New Vegas is a good example of an open narrative with no predetermined goal, but that is wrong. There is a predetermined goal in New Vegas (the Hoover Dam) that ends the game. That path from the beginning to the end is up to you and the conclusion forks based on your approach, as it should, but there is a goal to reach.

For a more general comment...
Not really arguing or anything, just throwing some random thoughts around --- from all the talk about "ultimately not achieving anything", "there not being a "goal" in life other than what you set it to be", and CP working simply mission by mission by mission etc. That, if the point of playing the game is simply to exist in the world and do what you can (or not) because you can, I don't think I would find it very interesting a game. Going on and on, mission by mission, activity by activity, reactive or not, is doomed to become an endless repetition; and since there is no real goal, there is no incentive to push forward. PnP can handle that because the GM can throw in hooks and twist and turn the game around at his will, but in a computer environment that's not really... feasible. Or, it would be feasible if that's what one wants from the game.... but that's not really what I want. I don't want a linear tube runner either with a digital costume, nor a game with a narrative that's as deep and reactive as a puddle of piss on a carpet either, though.... no.

A good open narrative presents a clear opening and a goal to push forward. It then allows you to carve your own path towards that goal. It nudges you towards certain directions, gives you roadsigns, but never forces your hand in any of those aside from a few obligations central to reaching the said goal. It reacts to your approaches, molds the path by what you do, and in molding the path, it also molds the conclusion. And a good goal is one of a very personal kind to the character. One where the surrounding world and its possibilities exist as voluntary means to reach that goal -- like a tool; once you've started to carve the wood, you can't glue the chips back and start over -- however you wish to use them, if you wish at all, and one where the conclusion is reactive to how youv'e reached it in good and bad (which are relative to how you interpret them). You may beeline to the end -- keeping with the woodcarving example... buying ready made sculpture, or one that only has some finishing touches with sandpaper left -- but you will miss out on a lot of the experience.

And from my perspective, there always needs to be a goal to reach. An accomplishment to quantify the meaning for your given role to exist. Simply existing is a reason for a role too, but there is no accomplishment for it; and a game with a limited capacity to provide (unlike PnP) should strive to provide a goal and conclusion the intended playerbase is likely to want to reach. The incentive to start over comes from how reactive the conclusion and the path to it is. It also makes a better experience if it ends while you're still having fun rather than quitting out of boredom -- that keeps the pan warm for another run.
 
I'd love to see something like this, but as a former programmer myself I have no clue how to reasonably develop this much game content. It always comes down to time/money and that fact that no game can react to player actions the way another person can.

That's not to say they can't put in some content along these lines as you mentioned. Because otherwise all you get is Diablo, combat with no other worthwhile content.

I agree, and on another hand, it's why there no "true sci-fi rpg" video game.
In a medieval setting, mostly heroic fantasy, the objectives are quite clear, "you got to save the day", people are way less than in a megacity, so you just can put a few NPC in the street, etc...

A cyberpunk setting is so much wide (just imagine how it is supposed to look like), that I can imagine that they need to put a very heavy and complex mecanism behind the program, because if in the middle-age, all is about "princess, sword and dragon", a lot, lot, lot more things have to be implemented if you want to put a "realistic" multi-cultural society with a lot of variations and style, etc...
Or else it looks like Deux Ex : Human Revolution, a dozen people in the street, but it doesn't feel really "alive" once you leave the story and start to wander around for fun.
Doing Cyberpunk 2077 as it's supposed to be is indeed a challenge.

The counterpart is much like fallout or Metro 2033: post apocalypse, less people to handle, easier to build.

Tho, it all depend on how they'll want to turn the game, something "linear with lot of choice", you go from the start to the end, and you can kind of make your own things in between.
But if they follow what they said, it's aiming to something more "free", it doesn't mean there won't have any narrative or anything, but they seem to head for the hard way, so I don't know.

IMO, it'll probably be a "cyber-the-witcher", with a kind of "story line" happening in town in which you're a casualties (pure cyberpunk style), and different angles to take it depending on what role you'll have, with side-things to build your character out of it, giving him a personality. I don't expect them to reinvent the wheel, I just hope they'll stay true to what they said with it being a true "RPG" in the meaning of "Role Playing" more than "choose what color your hair will be, but it won't change anything in the game".

Damn, I can't wait for news about this game, it's kind of frustrating to don't know anything about it :/
I know it won't be as "free" as a PnP, I'm not naive or stupid, but from what Mike Pondsmith and the CDPR team said about it being very "huge" about freedom, I'm curious to see how they'll handle this.

Still, I doubt they want to make a new licence exactly "the same" way as The Witcher (tho, there will be similarities), they probably want to try new things and go in other direction, so well, I'm really curious about how they'll flesh all of this :/
 
One thing they could do (and from what I understand have to an extent in W3) is something akin to the Sims "needs and wants" system.
Where NPCs are given behavior/personality parameters and act according to them, simulating "real life" behavior.
But then Sims is an entire game franchise is built around modeling this sort of thing. Yeah there's buildings, clothing, etc. but that's really just window dressing for the behavior simulation that's the heart of the series.

No reason to suspect CDPR won't use the same system already used in W3 in CP2077 tho.
 
Depends if you're Spiderman. Tad hard to jump to the building across the street (alley fine, they tend to be narrow) unless you have cyberlegs or something.
 
What do I want in this game?

To put it simple, I want you guys to do your best, I want you to really take Cyberpunk to the next level, make it true to the aesthetic.
Do what you guys to do best, use what you have done in The Witcher and make another great RPG!
 
Hi everyone! o/

Not sure if someone already posted about what I'm going to write, but no time to read over 280 pages of replies :)

Im not much familiar with CP2020 system, read about it a bit here and there, so I will elaborate based on general gaming mechanics and cyberpunk culture:


Cyberware and beyond:
- On the Sprawl Trilogy, Neuromancer presents the concept of microchips, essentially a piece of hardware that a person could add to the brain. Later on, on Mona Lisa Overdrive, the concept expands to a kind of "biochip", a much more complex system, a more organic thing. One of the characters even tries it out and the author describes the experience as something messy.

I read about the CP2020 cyberware system, and the concern of losing humanity. but how about expanding this setting? The current "cyberfication" would obviously be present, but could be this "crazy thing out there, man!", only few people even in the black markets had seen and one or two corporations are secretly developing. A new kind of bio-implant, I don't know, maybe lab-engineered hormone glands. Maybe DNA related capabilities, like a bit more advanced version of this: http://www.extremetech.com/extreme/...rams-700-terabytes-of-data-into-a-single-gram. If the player ever gets one of these upgrades, would be something expansive and dangerous, yet rewarding. For example, an artificial adrenaline gland that would improve (in realistic means) awareness and strength. Would not imply in losing humanity, but the player would be hunted down by corporations and black market gangs.

I'm not sure of the vision of the designers because, again, not familiar with CP2020, but it seems reasonable adding Transhumanism topics, yet covering it under corporate / illegal outfits.


WiRunners:
- One thing a little disappoiting on the Shadowrunner game is a lack of opportunity to hack into enemies systems and sabbotage them in combat. Watch Dogs had the promise to control the city systems with a cellphone, but as some reviews stated (didn't played the game, though), the mechanic turned out to be a bit shallow.

Again expanding the original cyberpunk setting, we now have wireless networks. Also, dwelling on the streets is a dangerous thing, and if you are not with the "big sharks", direct confrontation is a death wish. So what about some ways of hacking targets remotely? Cold even bring another way to solve problems, as some people on this thread wished for multiple ways of completing objectives. Also, if you are not carefull, other people could pinpoint you, adding a bit more "edge" felling to the game, as danger is not only pyshical, but also digital.


Dialogues:
- I read somewhere that CDPR is considering fuid dialogue options. There are some examples that I would like to see in a game, as in Borderlands and Deus EX: HR. As in a cyberpunk world, technology is advanced enough to allow remote conversation, so the character doesn't need to stay in place while talking to a partner and the action can continue. Some "in-place" dialogue can happen, as you would talk to people on the streets, but it's not necessary to be still while receiving a mission briefing from your boss ou gang.

A problem that can occur with this system is audio clutering. Sometimes, the player is listening to a mission briefing, while people on the streets are shouting and another NPC is giving info, it would be nice to have a way to prevent this issue.


Cultural diversity:
- Movies like Pacific Rim, Total Recall (2012) and some games have these mixed cultural metropolis, evident on the people and architecture. Would be nice to see that implemented on CP2077 (considering the proper conversion to cuberpunk theme)!


Meaningfull representation:
- Games (and even more at the RPG genre) represent data using numbers. For exemple, health is the same for the character if ti's full or at 35%, it continues hacking 'n slashing. Of course, numbers are the basic information we need to compare attributes and stats, but as the game is ported from the pen and paper to digital media, there should be other ways of showing information, leaving detailed maths to those who really enjoy tinkering with multipliers and theorycrafting.

For example, how could I distinguish if a gun has more "stopping power" or "piercing damage" than the other, by not comparing just numbers?

How could CDPR team translate their base system, using as much of digital media as possible? :)


Well, for now that's it!
 
Currently Cyberpunk doesn't deal much with genetic engineering, but it could ...

Since wireless systems ARE inherently vulnerable to hacking any competent security system will not be wireless.
Not to say Joe street gang leader is smart enough to consider this when setting up their security system.

Combat is CP2020 is LETHAL, if you're injured the last thing you want to do is hang around and continue combat, unless you have no other choice.
 

It'd be cool if characters did unexpected stuff like this (with the player noticing ofc, in GTAIV these little touches were easily missed)

 
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Dream Rpg =

1) companions
2) developing relationship with your companions
3) suggestion : a bit more modern rpg, you could pick / select your companions. Because most of the times, about the 99% of the RPG's I ve played, we end up with specific companions and we always attach our self's and we like NPCs that cannot have as our companions at all! So a modern RPG for me, should eliminate that problem!

Skyrim gave us moding tools and through them, we created our own companions as well... So number 3 could be...
3a) create extra companions with moding tools
3b) pick / select your companions from within Cyberpunk world. That, needs a system that can calculate personalities and little stories for each npc individually inside this world... I think it called dynamic (?) dynamic questing or dynamic personalities, dynamic scenarios, dynamic events...dynamic weather, etc...

give us dynamic things, simple as that.. lol

4)housing but not just a housing, since its an rpg with guns/police/futuristic and everybody loves sandbox things, can we have a stronghold? A gang? form attacks, survive, etc... select our members from within the world, followers... Built things be able to survive, upgrade our base, or move our base into a new spot, after we got attacked... That means, a bit of a strategy and how progressed we are in professions, materials, etc.

It all depends it what kind of RPG is going to be, a restrictive one, or an open sandbox thing...

Romancing and develop a relationship bar, (like/dislike/enemy) in a point that an npc may give his/her life for me or betray me and invite enemies to kill me, or backstab me... 2 kind of romances, (love/interest) some npc may come near you and try to manipulate you, by using their looks, or an npc may fall in love with you. Sandboxing...

5) not just a story restrictive rpg, but even if I have no much to time to spend every day on it, be able to enter and do some daily things, not repeatitive, depends the area we are in... to create things, do things.
 
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No Regen Health, No HandHolding and No Dumbed Down Gameplay

the title say everything

by the way with HandHolding i mean "No QuestMarks , no CheckPoints , No AutoSaves , No Focus Mode etc." give us a challenging game , a save point , medipacks or some sort of things that doesn't help the player , Let Us have an Experience instead of guide us trought all the game.

thank you
 
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