Talonvor;n8801040 said:You do realize that side quests are not required to complete the main story in the vast majority of open world RPGs, don't you?
I think the folks at CDPR feel the same way.Neuronin;n8813820 said:I think it's vital that Cyperpunk 2077 feels alive and exciting. It's important that we feel connected to the world and the characters. It has to be immersive.
Calistarius;n8607660 said:Another cool thing to would be if in each hub area you had a choice of maybe 3 or 4 different locations in the area to pick from. Where each different safehouse/base of operations location give the player different kinds of bonuses/effects. Like one location could be a lot more secure, so that the chance of you being found/attacked in your "home" is a lot smaller.
Suhiira;n8815190 said:But consider Novograd in Witcher 3 ... it wasn't half bad. So added to that practical experience we have a team 2-4 times larger, more time, and more money.
kofeiiniturpa;n8821960 said:The (big) problem with places like Novigrad - like all "big bustling cities" - is that while it is a neatly set up simulation, 90% of it exists only for the player to walk through (over and over and over) and look at. The level of meaningful interactivity is negligable at best (it feels more like showing off, than well designed section of a game).
Lisbeth_Salander;n8822630 said:and spiders, I hate spiders.
That need some explanation, since nice landschaft is just preatty. If game gives this moment of slowly roaching at sunset throught white orchand to fight some epic monster... i would take "just" it.kofeiiniturpa;n8823280 said:More seriously though, I'd dislike it if the game ended up something like GTA (or even Witcher 3) with a huge cardboard world that looks very nice but that's where it all ends.
kofeiiniturpa;n8823280 said:Come on... Look hod sad it is now.
More seriously though, I'd dislike it if the game ended up something like GTA (or even Witcher 3) with a huge cardboard world that looks very nice but that's where it all ends.