They could have tied it in visually aswell making friendlies appear as enemys was my thinking. No longer show a wanted level but like a rampage level everyone is tagged as enemy. Be the easiest way to implement.
I've read it was cut because it was deemed offensive to people that need prosthetics IRL, ie. it doesn't make them any less human. I think that mecanic was removed in the newest edition of the TTRPG, too. Also, once you go into cyberpsychosis it's game over, so no point in including that system I guess.
Okay, so I've found the tweet I had read, and the exact quote is "Medical grade cyberware" doesn't cause Humanity loss, so I guess you are right :Nope: the tabletop RPG makes a difference between restorative cyberware and trying to get unbound from your limited human flesh.
I've read it was cut because it was deemed offensive to people that need prosthetics IRL, ie. it doesn't make them any less human. I think that mecanic was removed in the newest edition of the TTRPG, too. Also, once you go into cyberpsychosis it's game over, so no point in including that system I guess.
It was said to NOT be in the game since long ago (pretty early).
It's mostly due to gameplay reasons because:
- it doesn't make any sense gameplay-wise (how would you even implement it? several psycho-stages?)
- nor is it any fun when your humanity reaches lower levels (or zero)
Technically the lower you go, the less control you have left. Surely it would be kinda like Johnny taking over, but you don't get to play and watch what happens, without your consent every now and then (similar to very few instances already in the game)
and when it reaches zero - Game Over. Congratulations.
The only thing I'd see this implementes would be as balancing reason down to a min of 30-40 and you have to chose which cybernetics you wanna install. Also on a Roleplaying level it would make sense to grow colder emotionally. But with a fully voiced huge game like that? No fucking way.
No, even though it's just my own opinion, it was very wise to not implement this.
Indeed. There is something obvious here, people asking more complex system for CP 2077 appear to miss. In tabletop game, anything like this, there must be limiting factors for builds, in CP humanity cost, for balancing reason. There wouldn't be any point for different character classes even, if cybering up didn't had limiting factor. While such thing was used in background material, it was in-universe way of explain reason for those limitations. People are confusing lore and game play mechanic.
It was very good that matter of real life prosthetics was brought up. Tabletop game would have probably gotten rid of those mechanics all together, if those weren't needed for game balancing reasons. They made difference between medical and game play enhancing stuff, because of game mechanics.
About exploring humanity. I actually needed to watch opening sequence for Ghost in the Shell (GitS) (1995) from youtube to check if my memory served me right, but yes. There is very complex system, production line even, putting together other very complex system, that is the body of main character. I kinda see, how viewers focus may slip to other things though. Still the real kicker is, she doesn't own that body and even if she did, she would still be dependent from complex system, to be able maintain that body. She asks questions, but that she asks is also sort of an answer.
GitS, other works, world of Cyberpunk 2077, maybe, say assassination is done by aid of cyberware, but motives behind crime, are those that different motives in 2020 or 1820?
Yeah, there is no reason for single player game for some convoluted mechanic, that exists in tabletop for different reasons. What comes exploring humanity in cyberpunk context, game does that very well. For example, perhaps not everyone has enhancements because they want them, but because they had to.
You missed my point: They kept the mechanics, just because of game balancing reasons, as they never existed for any other reason to begin with. Humanity cost is fluff, to sell that in rule book and stay in-universe.Just on the prosthesis thing: the idea that someone who is having a limb replaced as a prosthesis as the result of an accidental amputation, and someone who has mantis blades hooked into your brain as appendages within appendages are two different scenarios.
The resulting exploration on transhumanism is an interesting thought experiment that is at the core of the genre.
You said it all my friend. Said it all.I agree, if they had a system like this in place there might be some different design decisions, and you would want to build around the relic and such.
I just dont understand artistically why they would walk away from the central theme of the genre. But, I think you make a good point, they left a lot on the cutting room floor.
But hey it has raytracing. That most of the players probably can't turn on.
Sorry for the cynicism.
Anything to explore well one of the very pillar themes of the genere would be better than what we got now: nothing.Just posted on the general forum about the lack of combat buffs via drugs anymore and the heavy use of cybernetics for combat effectiveness, but with the lack of humanity cost.
As far as how it could be implemented in the current game, the player could randomly rage out and punch/kill a civilian which calls police chases as well as maybe a bounty system that persisted on you. Normally you could play until you went full cyber psycho and while super strong, you would have more problems with the law.
Prior to losing all humanity, the romantic relationships and some missions could get locked out due to lack of empathy or trust in the player, as people begin to fear you and the cybernetics. This could open up the door to other missions, and maybe a cybernetic removal missions to return some humanity (one time mission to wipe your slate clean).
Same with the drug system, originally keriznekov was a drug, but now it is a cybernetic. Similar to the witcher potion system, I believe they could have had a toxicity level (drug addiction) with adverse effects on the player if they relied too much on combat buffs via drugs.
This would create meaningful player choice between a tug of war on being stronger via drugs or cybernetics and maintaining humanity against drug addiction and/or cybernetics. (hard mode would be pure human, and then a mix off huge buffs for some adverse quality of life debuffs)
uhh then rename it into something else? i dont know, call it progess into "blabla".I've read it was cut because it was deemed offensive to people that need prosthetics IRL, ie. it doesn't make them any less human. I think that mecanic was removed in the newest edition of the TTRPG, too. Also, once you go into cyberpsychosis it's game over, so no point in including that system I guess.
I see what you're saying, but replacing what you are physically is not just necessarily just an outward appearance thing. A hyperbolic example: What if I discarded my entire body and download a copy of myself onto physical media. Am I human or am I me?When I first started this thread, I was all on the side of the players that were disappoint in the lose of this game mechanic.
But after thinking about this for a while I can see why this mechanic was too difficult to implement the RIGHT way and it is far better for it not to be in the game than in the game as a washed down feature that only manipulates stats to represent a complicated concept.
Replacing body parts with wires and metal CAN NOT reduce your Humanity only reduce your ability to interact with humanity deepening on current social norms! Atom Smasher to our 2020 norms is frightening and almost non-human. But for people of 2077 it probably is not nearly as bad. He could still find love and friendship with the right people. Even today a person in an Iron lung that is practically nothing more than a talking head is still considered a person with all their humanity.
This would work in game better if we look at each “non medical” implant as a "weapon". One guy in Texas walking around with an AR15 is not as objected to in their culture as would be that same man in California. But if that same man was walking around with a Bazooka and side arms and carrying a ammo locker even in Texas that would probably get him kicked out of the local MacDonald's, people on the street would make wide circles around him and the cops might feel they need to have a chat with him.
To do it right in this game they would need a very deep NPC reaction system to the player.
I made a mod for Oblivion called "the lady said no"
as a companion that did not agree with you all the time and had their own likes and dislikes and self concerns. She would want a share of the gold we found, she would disagree with you sometimes on what to do next. And most of all she would remember everything you did to her and with her using that to form a dynamic opinion of the player. I know that may not sound like much these days but back in 2006 that was almost unheard of.
This system took me over a year (20 hours a week) to get working nearly how I wanted it to (many players then love my mod UNTILL... ) but then I eventually gave up and retired the project because she started to go crazy in the game such as starting arguments with you for no apparent reason. The number of thought loops, cool down timers, stacked repercussions and layered programing was just WAY out of my skill range.
I can see how the DEV might put this on the back burner for later or just not al all.
But consider the implications of not simply having a prosthesis and considering how others respond, but changing the way in which your mind relates to your body, and the poorly understood structures of consciousness itself.
What didn't they cut from the game?