I really try to understand what happens. After 3 years of Cyberpunk development, mechanics that proved to be bad in themselves are reformulated on the same previous basis (gameplay design that generates codes/scripts) or attempts are made to improve them, resulting in results that are as bad or worse than those those previously observed.
An example, the Night City Police, traffic and pedestrians/people/NPCs, in general.
The engine has proven, at least to me, that it is incapable of producing - for now - good results. Bugs in version 2.0 are repeated, they catch your eye on the streets of Night City. Stopped cars that crash into each other, for no reason, and face the police (and nothing happens). The hostile police, also for no reason or ignoring everything around them at all. Pedestrians who literally throw themselves in front of cars. Cars parked in the middle of the road for no reason. Everything without reasons, random, that doesn't fit together, doesn't work as intended.
All - absolutely all of these problems could be easily and quickly overcome, changing the conception we have about Night City. But CDPR appears to be reluctant to 'change' or accept change.
Night City could be a much more alive city (still static, inert, dead) if design directors changed their ideas about it. One element, just one, was enough to radically change the game into something infinitely better - in its mechanical sense, interactive between 'player and environment'.
I remember a scene in the film Blade Runner (1982) where a police officer is in an observation booth. I also remember award-winning games, recognized worldwide where 'small towers' of weapons 'secured the perimeter or surroundings'. As opposed to 'random cops' walking the streets of Night City, doing absolutely nothing - except when those cops look at the player - would save CDPR from delving into endless bugs when it comes to 'navmesh'. engine - which proved to be average).
Another element that would save CDPR from repeating mistakes 'in game' (producing bad things) is with regard to cars and pedestrians. The 'climate' element was enough to justify the exponential decrease in load on processors. I explain, a city under climate bombardment would support the idea that people exist protected in buildings - and not walking randomly - and stupidly - through the streets.
I only narrate design elements that precede codes, which would alleviate or spare CDPR from gigantic problems. Simple game design things that support limited engines or limited hardware and that could 'open more doors' in Night City, instead of having tons of random elements, difficult to code, that don't even fulfill the task the developers intended.
Sometimes I catch myself thinking: what if night city didn't have cars, police and pedestrians?
Certainly, the game would be infinitely better - at least we wouldn't witness bizarre bugs that - literally - break all the immersion intended by the developers. The stories are good, the missions work. Combat, in its 2.0 version, has been very well improved.
Imagine now, a city with more interaction - where vendors on the streets interacted with the player; that things like 'food' were really useful to the 'player' and the 'gameplay'. That buildings were open where there are huge neon signs saying 'open'? Wouldn't it be infinitely better than this anachronistic 'thing' of 'closed doors', things with no reason to be 'things' (like food, drink)?
Cyberpunk has the chance for its redemption - it hasn't happened yet, at least for me. Things have improved, as I mentioned, in combat or what sets up combat. But only this? Wasn't it an RPG?
I think much more is needed.
An example, the Night City Police, traffic and pedestrians/people/NPCs, in general.
The engine has proven, at least to me, that it is incapable of producing - for now - good results. Bugs in version 2.0 are repeated, they catch your eye on the streets of Night City. Stopped cars that crash into each other, for no reason, and face the police (and nothing happens). The hostile police, also for no reason or ignoring everything around them at all. Pedestrians who literally throw themselves in front of cars. Cars parked in the middle of the road for no reason. Everything without reasons, random, that doesn't fit together, doesn't work as intended.
All - absolutely all of these problems could be easily and quickly overcome, changing the conception we have about Night City. But CDPR appears to be reluctant to 'change' or accept change.
Night City could be a much more alive city (still static, inert, dead) if design directors changed their ideas about it. One element, just one, was enough to radically change the game into something infinitely better - in its mechanical sense, interactive between 'player and environment'.
I remember a scene in the film Blade Runner (1982) where a police officer is in an observation booth. I also remember award-winning games, recognized worldwide where 'small towers' of weapons 'secured the perimeter or surroundings'. As opposed to 'random cops' walking the streets of Night City, doing absolutely nothing - except when those cops look at the player - would save CDPR from delving into endless bugs when it comes to 'navmesh'. engine - which proved to be average).
Another element that would save CDPR from repeating mistakes 'in game' (producing bad things) is with regard to cars and pedestrians. The 'climate' element was enough to justify the exponential decrease in load on processors. I explain, a city under climate bombardment would support the idea that people exist protected in buildings - and not walking randomly - and stupidly - through the streets.
I only narrate design elements that precede codes, which would alleviate or spare CDPR from gigantic problems. Simple game design things that support limited engines or limited hardware and that could 'open more doors' in Night City, instead of having tons of random elements, difficult to code, that don't even fulfill the task the developers intended.
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Sometimes I catch myself thinking: what if night city didn't have cars, police and pedestrians?
Certainly, the game would be infinitely better - at least we wouldn't witness bizarre bugs that - literally - break all the immersion intended by the developers. The stories are good, the missions work. Combat, in its 2.0 version, has been very well improved.
Imagine now, a city with more interaction - where vendors on the streets interacted with the player; that things like 'food' were really useful to the 'player' and the 'gameplay'. That buildings were open where there are huge neon signs saying 'open'? Wouldn't it be infinitely better than this anachronistic 'thing' of 'closed doors', things with no reason to be 'things' (like food, drink)?
Cyberpunk has the chance for its redemption - it hasn't happened yet, at least for me. Things have improved, as I mentioned, in combat or what sets up combat. But only this? Wasn't it an RPG?
I think much more is needed.
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