CDPR vindicated those who doubted their promise

+
Status
Not open for further replies.
Part of this is also a misunderstanding about what the story of Cyberpunk 2077 is - and it's one that a lot of people get wrong.

The story isn't "The life of V as a mercenary in Night City".

The story is "What does V do after a job goes wrong and they have only a short time to live?"

In that is tied up a lot of questions about "what is identity?" and "what matters in life?" and suchlike.

V-as-a-mercenary is the backdrop to all of this, and it also allows V to try to live their "normal" life while denying what's going on. (Or while waiting for people to get back to them). Along the way, they can end up forming the relationships which really define the game. (Or not, for a particular playstyle).

Cheers,
Merric
The misunderstanding comes from a bad game design, just look what CDP did in 1.5 - they've introduced quest counter to each fixer and everyone knows that the sole purpose of such counters is to urge players to do side content, because otherwise "you are missing out". That's the mistake that creators of a lot of open world supposed "RPGs" of the last decade do - they are afraid of letting player missed something. They don't understand that by missing some quests in one playthrough player can stumble upon them in the next one, making both distinct, unique and fresh, telling different stories for different characters.
 
The misunderstanding comes from a bad game design, just look what CDP did in 1.5 - they've introduced quest counter to each fixer and everyone knows that the sole purpose of such counters is to urge players to do side content, because otherwise "you are missing out". That's the mistake that creators of a lot of open world supposed "RPGs" of the last decade do - they are afraid of letting player missed something. They don't understand that by missing some quests in one playthrough player can stumble upon them in the next one, making both distinct, unique and fresh, telling different stories for different characters.
How dare you are!! "The industry leader in creating role-playing games" would never made such a mistake its clearly "the new generation of open world gaming" :D
 
The misunderstanding comes from a bad game design, just look what CDP did in 1.5 - they've introduced quest counter to each fixer and everyone knows that the sole purpose of such counters is to urge players to do side content, because otherwise "you are missing out". That's the mistake that creators of a lot of open world supposed "RPGs" of the last decade do - they are afraid of letting player missed something.

Of course they are. The vast majority doesn't even finish a game at all. Of course you want the player to experience as much content as possible in a single playthrough. You don't want to see your thousands of work hours go to waste because the player misses out on that content and then complains because the game is too short.

They don't understand that by missing some quests in one playthrough player can stumble upon them in the next one, making both distinct, unique and fresh, telling different stories for different characters.

Oh they do understand it. It just doesn't make sense to cater game design and UI (or lack of) to the 5% of players who are doing multiple playthroughs.
 
Of course they are. The vast majority doesn't even finish a game at all. Of course you want the player to experience as much content as possible in a single playthrough. You don't want to see your thousands of work hours go to waste because the player misses out on that content and then complains because the game is too short.



Oh they do understand it. It just doesn't make sense to cater game design and UI (or lack of) to the 5% of players who are doing multiple playthroughs.
So they want player to do everything on one playthrough but also create a story in which doing side content is extremely hard to justify. Yep, that proves what I already said - bad game design.
 
hmm... concept just doesn't work tho - my V is chilling her life skipping days over days to receive side gig calls, specific vendor loot, making millions eddies with ashura sells or maxing out every single attribute messing with dudes at Pacificas Beach or Valentinos hanging around in Central Park. my V feels like she has all the time in the world. :)

Yep - definitely in the "living in denial" camp! ;)

One of the things I really appreciate about the storytelling is after the main missions are done, Johnny realises that he may only have a short time left and asks you to check up on Rogue and Kerry. (I think that a lot of the storytelling doesn't hit that well when you're antagonistic towards Johnny).

Cheers,
Merric
 
Yep - definitely in the "living in denial" camp! ;)

One of the things I really appreciate about the storytelling is after the main missions are done, Johnny realises that he may only have a short time left and asks you to check up on Rogue and Kerry. (I think that a lot of the storytelling doesn't hit that well when you're antagonistic towards Johnny).

Cheers,
Merric
Nevertheless, many players don't feel any urgency after the Heist. They do 100% walkthrough, because the game let them. V has couple of weeks left, so what? V's not dying right now, so let's do another gig
 
Nevertheless, many players don't feel any urgency after the Heist. They do 100% walkthrough, because the game let them. V has couple of weeks left, so what? V's not dying right now, so let's do another gig

It's not so much the time limit (which is somewhat long) that makes the MQ seem too....closed off from the rest of the world/content, but how it is presented. Meet you tomorrow, Hellman will fly over this area tomorrow etc. Imo ofcourse.
 
The only time it feels a bit (but really just a bit) urgent is the dropping hp in „Don’t fear the Reaper“ - but afaik you cant even die there by time
 
They don't understand that by missing some quests in one playthrough player can stumble upon them in the next one, making both distinct, unique and fresh, telling different stories for different characters.
If already 80% of players don't usually finish the main story once (and their games in general), does it seem weird to think that they could redo these missed quests in a second playthrough when they never finish one at least ?
No chance that the majority players will play a "next one" :D

So like @Bealdor said, missable content is a waste of work/money/ressources for at minimum, 80% of the players :)

For example, KCD, there are quite a few missable quests that you maybe can redo in a second playthrough (obviously what i did). But only 3.99% of players finished the game once... So for 96% of players, I imagine that the missed quests are just equal to "no content", they won't play it again...
 
Last edited:
If already 80% of players don't usually finish the main story once (and their games in general), does it seem weird to think that they could redo these missed quests in a second playthrough when they never finish one at least ?
No chance that the majority players will play a "next one" :D

So like @Bealdor said, missable content is a waste of work/money/ressources for at minimum, 80% of the players :)

For example, KCD, there are quite a few missable quests that you maybe can redo in a second playthrough (obviously what i did). But only 3.99% of players finished the game once... So for 86% of players, I imagine that the missed quests are just equal to "no content", they won't play it again...

If this is true (not sure where the data is coming from)...

I hope CDPR admits they were wrong about the length of the game thing moving from The Wticher 3 to Cyberpunk 2077. Open world games are a massive undertaking to play for a lot of people. I imagine a lot of people never finished The Witcher games after starting them, Cyberpunk, Skyrim, Fallout games, etc.

So I hope that they go back to a lengthier main story for The Witcher 4 and Cyberpunk 2.

But that would just be my personal preference. :)
 
If this is true (not sure where the data is coming from)...
Yep, achievements... pretty accurate :)
And Cyberpunk have a high % maybe due to the "short" main quest... It's mostly, for all games, around 5-15% at max. So thinking that players will make a second playthrough to discover the quests that they missed in the first one is not that great ;)
(just to say > Skyrim - 10%)

Edit : Like I said, on the forum, I'm quite sure that we are in the (tiny) minority who finsih their games (generally), so sadly, we can't realy "understand" :(
 
Last edited:
Yep, achievements... pretty accurate :)
And Cyberpunk have a high % maybe due to the "short" main quest... It's mostly, for all games, around 5-15% at max. So thinking that players will make a second playthrough to discover the quests that they missed in the first one is not that great ;)
(just to say > Skyrim - 10%)

Edit : Like I said, on the forum, I'm quite sure that we are in the minority who finsih their games (generally), so sadly, we can't realy "understand" :(
Skyrims main quest aint that long either. very easy too get sidetracked tho. Also especially for pc the main quest aint the reason for most too play it ^^
 
Skyrims main quest aint that long either. very easy too get sidetracked tho. Also especially for pc the main quest aint the reason for most too play it ^^
I can quote almost all games, it's generally less than 20% if not even lower than 10%...
Skyrim is just to answer to @pliskards ;)
GTA V - 13.23%
Nier Automata - 16.15%
The Witcher 3 - 14.59%
...
 
I can quote almost all games, it's generally less than 20% if not even lower than 10%...
Skyrim is just to answer to @pliskards ;)
Yea i got it. Cp2077 seem too have above average completed main quest. almost 40% on GOG so thats pretty rare.
Post automatically merged:

Theres ALOT of rare achivements tho, under 4% for completing quests in most zones and so on so im guessing alot of people did main quest and then stopped playing. Average playtime is 53h witch kinda supports that claim.
 
Skyrims main quest aint that long either. very easy too get sidetracked tho. Also especially for pc the main quest aint the reason for most too play it ^^
this and same reason counts for cp77 - its not the base game people are hyped for, its what the modding community made of it.
 
Just noticed that in witcher 3 achivments "the king is dead" has 30% completion. its around 35% for finding ciri so seems some people gave up after that ^^

Edit: only 66% found Yennifer. Seems alot of people either HATE the game OR buy it without ever playing it ^^ kinda ruins the % stats
 
Last edited:
Of course they are. The vast majority doesn't even finish a game at all. Of course you want the player to experience as much content as possible in a single playthrough. You don't want to see your thousands of work hours go to waste because the player misses out on that content and then complains because the game is too short.



Oh they do understand it. It just doesn't make sense to cater game design and UI (or lack of) to the 5% of players who are doing multiple playthroughs.
If creators developed their artistic object without this marketeering mind messing up in the middle the products would be more groundbreaking with the potencial to be truly unique and have a name for it (great marketing). CDPR used to strike me as ambitious in that sense. It should carry it over every detail. On this example let people miss stuff and then read about how the game doesn't "hold your hand" and maybe go back to it with different expectations
 
GTA V - 13.23%

GTA5 is a bad example here - R* actually realized pretty fast that people were more interested in the online part and made the only logical and right move - they skipped everything what was planned for GTA5 single player (Story DLCs etc) and put that afford into GTAO with a success no company can compare with - GTAO is more than 10 years old and meanwhile overlived 3 generations of consoles being still one of the most played online games around.

IF you take GTA5 as example for anything you need to take GTAO and than NO game can compete in success - never ever. just saying. you wouldn't name W3 without DLCs as well, would you?
 
Last edited:
IF you take GTA5 as example for anything you need to take GTAO and than NO game can compete in success - never ever. just saying.
Just an example amoung other which have the exact same finishing % as almost every other games (PS : I don't care about MP/online... most online played game is probably minecraft on servers - Hypixel which is only "one" server about 44K actually online)
 
Status
Not open for further replies.
Top Bottom