CDPR vindicated those who doubted their promise

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I also remember Fallout 1 doing something similar with water chip. They even had to patch it to increase the time frame at one point, because people were complaining about it.
I can't imagine how much of a pain in the ass Witcher 3 would be with a time limit.
yeah obviously its fighting what a rpg stands for... character building, exploring, maxing out stuff - but it still has its very own charm to me. knowing like in rl I need to make decisions - now - not in 3 days if im in the mood to do so. decisions and consequences are a strong tool in these concepts - you can't do everything, you need to make priorities and live with your choices and their consequences.
 
No, I'm not talking about importance. I'm talking about urgency and how the game deals with it. For the third time, W3 has the exact same problem with suspension of disbelief.
So ME also have it, ACO also have it, Outer Worlds also have it, Skyrim too, Fallout too,... this is a damn long list :)
 
Evelyn specially ask to meet you (in fact, to betray her fixer, Dex...)

"Smaller" if YOU consider that finding Ciri is less important than dying. Just my opinion, but for Geralt, Ciri is more important than his own life (like many parents I hope^^).
It's not that "Ciri is less important than dying", but that in medieval fantasy setting it is easier to justify doing side activities. Geral is a vagabond, has literally nothing besides a horse, armor and weapon. And yes, the game doesn't have any survival mechanics, like managing sleeping, etc., but when roleplaying as Geralt, doing a monster contract or even playing Gwen to gather some money to "pay" for a room or get food, is realistic. Hell, in books Geralt is also looking for Ciri and he travels a lot, does a lot of side activities and it is believable because the world is huge and we are talking about a guy walking or riding on horseback.
On the other hand, in CP77 V has a car, a flat, a public transport in NC, etc., so the idea of doing side quests while literally dying is really jarring.
 
There are a LOT of things about the Heist that are unusual. It takes a while before you (as the player, and probably as V) to realise how unusual everything is. Meeting Evelyn is one of those things.
True, but it's interesting how that works better as an experience than all the other contracts. That's my point.

So ME also have it, ACO also have it, Outer Worlds also have it, Skyrim too, Fallout too,... this is a damn long list :)
which is something I immediately said, you should read what I write instead of quoting wakako :p

...suspension of disbelief...

Anyway, while both games suffer from the same design choice (as many other videogames, let's be honest),
 
No problem, give players enough time to complete story quests, save marker clearing for later
I can hardly imagine how it would be explained. "Here Geralt, this is a magical timer, that shows you when exactly Ciri will be snatched from that island outside of time and space - oh, you don't know what it is yet? Doesn't matter, time's ticking!"
Besides, I really don't like time limits, they are just as lame as level caps on main missions, that prevent you from going further unless you grind the hell out side quests.
 
It's not that "Ciri is less important than dying", but that in medieval fantasy setting it is easier to justify doing side activities. Geral is a vagabond, has literally nothing besides a horse, armor and weapon. And yes, the game doesn't have any survival mechanics, like managing sleeping, etc., but when roleplaying as Geralt, doing a monster contract or even playing Gwen to gather some money to "pay" for a room or get food, is realistic. Hell, in books Geralt is also looking for Ciri and he travels a lot, does a lot of side activities and it is believable because the world is huge and we are talking about a guy walking or riding on horseback.
On the other hand, in CP77 V has a car, a flat, a public transport in NC, etc., so the idea of doing side quests while literally dying is really jarring.
Again, matter of "opinion" :)
I didn't experiment it, but I beleive if you are parent and you know that your children is in death danger and that you must find them... Nothing could be more important (maybe even your own death).
 
Hell, in books Geralt is also looking for Ciri and he travels a lot, does a lot of side activities and it is believable because the world is huge and we are talking about a guy walking or riding on horseback.
On the other hand, in CP77 V has a car, a flat, a public transport in NC, etc., so the idea of doing side quests while literally dying is really jarring.
It's even lamer in the books - he at one point just abandons everything and goes on a six month sex vacation in Toussaint.
 
I can hardly imagine how it would be explained. "Here Geralt, this is a magical timer, that shows you when exactly Ciri will be snatched from that island outside of time and space - oh, you don't know what it is yet? Doesn't matter, times ticking!"
Besides, I really don't like time limits, they are just as lame as level caps on main missions, that prevent you from going further unless you grind the hell out side quests.
In case of Ciri time limit can't be stated clearly. As you correctly pointed, Geralt can't know how much time he has.

But there are ways to do it properly. As in CP2077, main questline often tells you to wait 1-2 days and do other things instead. It could be easily done in W3 too. For example, Yennifer performs intel gathering or lengthy magic ritual, or whatever.
 
It's not that "Ciri is less important than dying", but that in medieval fantasy setting it is easier to justify doing side activities. Geral is a vagabond, has literally nothing besides a horse, armor and weapon. And yes, the game doesn't have any survival mechanics, like managing sleeping, etc., but when roleplaying as Geralt, doing a monster contract or even playing Gwen to gather some money to "pay" for a room or get food, is realistic. Hell, in books Geralt is also looking for Ciri and he travels a lot, does a lot of side activities and it is believable because the world is huge and we are talking about a guy walking or riding on horseback.
On the other hand, in CP77 V has a car, a flat, a public transport in NC, etc., so the idea of doing side quests while literally dying is really jarring.

I agree with this.

I felt a sense of urgency in The Witcher 3, but didn't feel out of place exploring. Plus as you followed the main quest you bumped into individuals who you had to help in order to get information, which encouraged you to move around the map. It made sense to me to try to gather more resources and things of that nature because you had a long journey ahead. But with Ciri always in the back of your mind, knowing this was all being done for the ultimate goal of finding/helping her.

In Cyberpunk your head is like... literally about to explode. Stopping to take a gig because some guy calls you and tells you it can make you some cash/boost your rep doesn't make a ton of sense to me. Cyberpunk's failure in this respect was all about timing though, IMO. The first half of the game should have been about building up your reputation as a merc. You still could have met Panam, Judy, River, etc. in this context. It would have let you build up more of a friendship with Jackie, thus making his passing a way bigger deal. You could have learned about the legend of Silverhand. Then like 60-80% through the main quest you could have got this huge job and got the chip stuck in your head... which would make it much easier to switch objectives and do the mad dash to the finish, IMO.
 
It's even lamer in the books - he at one point just abandons everything and goes on a six month sex vacation in Toussaint.
He thought the mountain passes were impassable). Or, rather, he allowed himself to be conveniently persuaded in that
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I agree with this.

I felt a sense of urgency in The Witcher 3, but didn't feel out of place exploring. Plus as you followed the main quest you bumped into individuals who you had to help in order to get information, which encouraged you to move around the map. It made sense to me to try to gather more resources and things of that nature because you had a long journey ahead. But with Ciri always in the back of your mind, knowing this was all being done for the ultimate goal of finding/helping her.

In Cyberpunk your head is like... literally about to explode. Stopping to take a gig because some guy calls you and tells you it can make you some cash/boost your rep doesn't make a ton of sense to me. Cyberpunk's failure in this respect was all about timing though, IMO. The first half of the game should have been about building up your reputation as a merc. You still could have met Panam, Judy, River, etc. in this context. It would have let you build up more of a friendship with Jackie, thus making his passing a way bigger deal. You could have learned about the legend of Silverhand. Then like 60-80% through the main quest you could have got this huge job and got the chip stuck in your head... which would make it much easier to switch objectives and do the mad dash to the finish, IMO.
100% agree
 
I agree with this.

I felt a sense of urgency in The Witcher 3, but didn't feel out of place exploring. Plus as you followed the main quest you bumped into individuals who you had to help in order to get information, which encouraged you to move around the map. It made sense to me to try to gather more resources and things of that nature because you had a long journey ahead. But with Ciri always in the back of your mind, knowing this was all being done for the ultimate goal of finding/helping her.

In Cyberpunk your head is like... literally about to explode. Stopping to take a gig because some guy calls you and tells you it can make you some cash/boost your rep doesn't make a ton of sense to me. Cyberpunk's failure in this respect was all about timing though, IMO. The first half of the game should have been about building up your reputation as a merc. You still could have met Panam, Judy, River, etc. in this context. It would have let you build up more of a friendship with Jackie, thus making his passing a way bigger deal. You could have learned about the legend of Silverhand. Then like 60-80% through the main quest you could have got this huge job and got the chip stuck in your head... which would make it much easier to switch objectives and do the mad dash to the finish, IMO.
Yea i think this is the reason ACT 1 includes meeting Evelyn and Jackie, too create the emotions later on when everything goes too shit. I would have liked it more if Victor was much more vague about time span and if V perhaps could not meet some characters for info due too not enough streetcreed and/or money (kinda like the talk too Rogue). It would give an excuse too grind side missions and level up in a lore friendly way and if its very vague when V will die, it wont feel as outaplace if you really have too do something.

Would probably not sit well with the shorter story thing tho.
 
In case of Ciri time limit can't be stated clearly. As you correctly pointed, Geralt can't know how much time he has.

But there are ways to do it properly. As in CP2077, main questline often tells you to wait 1-2 days and do other things instead. It could be easily done in W3 too. For example, Yennifer performs intel gathering or lengthy magic ritual, or whatever.
I'm pretty lenient on urgency in W3, but in CP 2077 they've painted themselves in a hard corner by explicitly stating that V has only a couple of weeks left. If only they've changed it to a year or so - it would've made so much more sense. Still way too soon to just brush it off, yet just enough time to mess around and explore.
 
So ME also have it, ACO also have it, Outer Worlds also have it, Skyrim too, Fallout too,... this is a damn long list :)
I'm not sure if by ACO you mean Origins or Odyssey, but there's no impending doom or any really urgent matter in neither of them (at least to some point in the story). Both of these games play more like investigation - tracking those who do you wrong and slowly uncovering the grander scheme behind their actions.
Also, Skyrim's MQ gives you a few points at which it is possible to justify abandoning it for some time, without breaking the role playing aspect.
 
I'm pretty lenient on urgency in W3, but in CP 2077 they've painted themselves in a hard corner by explicitly stating that V has only a couple of weeks left. If only they've changed it to a year or so - it would've made so much more sense. Still way too soon to just brush it off, yet just enough time to mess around and explore.
And then suspension of disbelief takes another hook from bugs. For example, main plot asks you to wait 1 day and do other things, 1 day passes and quest doesn't update. Come on, V's dying here)
 
Yea i think this is the reason ACT 1 includes meeting Evelyn and Jackie, too create the emotions later on when everything goes too shit. I would have liked it more if Victor was much more vague about time span and if V perhaps could not meet some characters for info due too not enough streetcreed and/or money (kinda like the talk too Rogue). It would give an excuse too grind side missions and level up in a lore friendly way and if its very vague when V will die, it wont feel as outaplace if you really have too do something.

Would probably not sit well with the shorter story thing tho.

Yeah - I also think they could have just included more things that forced you to slow down in your journey. For example one of the things in The Witcher 3 that stalled the game out a bit and made exploring make a ton of sense was your initial journey to Skellige. The crazy captain dude needs a crap ton of money from you, so you have to go earn it somehow.

Cyberpunk didn't have to include time caps or anything like that.

I really think part one of Cyberpunk should have been about trying to build up enough of a rep to get the job from Dex and the idea it would make you a legend, as well as pay you enough to live the easy life if you wanted. I also think they could have recorded multiple voice lines for quests to drive this home too.

Pre-Heist Call:
"Hey V! I know you are looking to put together a little scratch and build up that rep of yours. Yeah - I have connections too, I have heard about the job with big Dex. Anyways, what I've got for you today is... <insert quest here>."

Post-Heist/Chip in Head Call:
"Hey V... I know things are rough for you right now. I understand if you don't have the time, but I need some help with <Insert quest here> and you are the best."

The people who V established a rep with could start to know about and understand he is in trouble, their tone toward him changing and stuff like that.
 
Probably, but a responsible parent would also take care of their basic needs like sleep and hunger, because a dead parent wouldn't do any good to a child in danger ;)
Anyway, I suppose that it's "personal" and "subjective", because personally, I don't have any problem to do side content in TW3, I have no problem to do side content in Cyberpunk and nor in any game even if to follow the main story seem to be "really urgent" and the most thing important to do (I generally go for side in priority anyway...)
I'm not sure if by ACO you mean Origins or Odyssey, but there's no impending doom or any really urgent matter in neither of them (at least to some point in the story). Both of these games play more like investigation - tracking those who do you wrong and slowly uncovering the grander scheme behind their actions.
Also, Skyrim's MQ gives you a few points at which it is possible to justify abandoning it for some time, without breaking the role playing aspect.
ACO : Until you meet the Wolf of Sparte, I agree, no urgence. But after, yes. You must find you mother and your brother which are, against all odds and years, in live and under the threat of the Cult. So find them and following the main quest seem to be way more important and urgent than any possible other side quests... like helping a dude to find a random item in a camp for example... But I have no problem to help this dude.
Skyrim : You know rather quickly that Alduin (the destructor of worlds) is about to destroy the "world" and you're the only one who can stop him. So it's quite urgent too I believe, at least if you care a little about Skyrim.
 
I'm not sure if by ACO you mean Origins or Odyssey, but there's no impending doom or any really urgent matter in neither of them (at least to some point in the story). Both of these games play more like investigation - tracking those who do you wrong and slowly uncovering the grander scheme behind their actions.
Also, Skyrim's MQ gives you a few points at which it is possible to justify abandoning it for some time, without breaking the role playing aspect.
And skyrim is not level gated, so you can do what you want when you want, even after the main quest.
 
Yeah - I also think they could have just included more things that forced you to slow down in your journey. For example one of the things in The Witcher 3 that stalled the game out a bit and made exploring make a ton of sense was your initial journey to Skellige. The crazy captain dude needs a crap ton of money from you, so you have to go earn it somehow.

Cyberpunk didn't have to include time caps or anything like that.

I really think part one of Cyberpunk should have been about trying to build up enough of a rep to get the job from Dex and the idea it would make you a legend, as well as pay you enough to live the easy life if you wanted. I also think they could have recorded multiple voice lines for quests to drive this home too.

Pre-Heist Call:
"Hey V! I know you are looking to put together a little scratch and build up that rep of yours. Yeah - I have connections too, I have heard about the job with big Dex. Anyways, what I've got for you today is... <insert quest here>."

Post-Heist/Chip in Head Call:
"Hey V... I know things are rough for you right now. I understand if you don't have the time, but I need some help with <Insert quest here> and you are the best."

The people who V established a rep with could start to know about and understand he is in trouble, their tone toward him changing and stuff like that.
I think that would have made me atleast like the game more. But at the same time i think they whent with the cold hard cash route due too the worldbuilding. Night city is a cold and unforgiving place. Fixers use mechs too make eddies and dont give a f about what happends too them (some even kill them after said job)

The only characters that show v sympathy is the LIs pretty much and his/her real friends. I kinda think it works pretty well in the setting but after doing 12 jobs for a fixer i guess the tone could change a bit? :D anyways loads of nice stuff in this thread! Now i need to become a game maker so i can make good use of this! ;)
 
Yeah - I also think they could have just included more things that forced you to slow down in your journey. For example one of the things in The Witcher 3 that stalled the game out a bit and made exploring make a ton of sense was your initial journey to Skellige. The crazy captain dude needs a crap ton of money from you, so you have to go earn it somehow.

Cyberpunk didn't have to include time caps or anything like that.

I really think part one of Cyberpunk should have been about trying to build up enough of a rep to get the job from Dex and the idea it would make you a legend, as well as pay you enough to live the easy life if you wanted. I also think they could have recorded multiple voice lines for quests to drive this home too.

Pre-Heist Call:
"Hey V! I know you are looking to put together a little scratch and build up that rep of yours. Yeah - I have connections too, I have heard about the job with big Dex. Anyways, what I've got for you today is... <insert quest here>."

Post-Heist/Chip in Head Call:
"Hey V... I know things are rough for you right now. I understand if you don't have the time, but I need some help with <Insert quest here> and you are the best."

The people who V established a rep with could start to know about and understand he is in trouble, their tone toward him changing and stuff like that.
Yeah, a call from Dex so early felt out of place and outright suspicious. Instead devs could let us, or rather make us, built enough rep. All important side lines, like Panam's, Judy's etc could also take place before the Heist. Then the Heist, and mad rush straight through the main line towards the endings.
 
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