CP2077 - Factions could use more depth

+
Hi!

I'll start off by saying I don't actively participate in forums or discord servers when it comes to games. I've played all kinds and this form of communication just isn't something I actively think about or consider. That said, this is my first post here. I've been dwelling on some thoughts about what I feel is missing from CP2077 currently when it comes to game-play and the depth of that game-play. Primarily, I feel that the game needs more depth and content surrounding factions.

The game features numerous factions (Tyger Claws, Valentinos, Mox, Maelstrom, etc). They are everywhere, but at times feel as if they are just part of the background. In a city where you're trying to be a legend, where you're a mercenary, I feel as if there could be a lot more depth to these factions. I recall a gig in Watson where you're trying to save a doctor, who is operating on a Maelstrom patient. If you want, you can shoot that Maelstrom patient, they die, and the doctor will start to leave the facility with you. After this gig was closed, I was ambushed by Maelstrom. There's a couple cars chasing me, and eventually I run into a road block organized by Maelstrom. There's not many scenario's of this except for after a gig, maybe after a mission. Additionally, you don't get too familiar with members of any factions except for Aldecaldos.

I have some thoughts to make factions more engaging as a player, and expand on their involvement in the world.

1. Sauron's Army Faction Structure / Nemesis - This may sound odd to you. Middle-Earth: Shadow of Mordor and Middle-Earth: Shadow of War had a feature referred to as Sauron's Army. You could see that the army had their major leaders, and they had underlings. This army mechanic partly worked because of a mechanic where you could "dominate" enemies and set them up to be double-agents within the army. I'm not suggesting this double agent feature. I'm suggesting though that factions (particularly ones you'd likely fight), receive quirky leaders with their notable underlings. Perhaps they have unique traits, or unique cyberware. Something that makes them more durable than regular members of the faction. I've seen how CP2077 has a name for nearly every NPC in the game. I think if you did enough harm to Scavengers for example, they could replace some of their leaders over time.

I also want to mention that ME: Shadow of War, and Mordor, had what is called the Nemesis system. I won't get super into that, but I mention it because I think a similar concept would work nicely. Again, you're trying to be a legend and you're one of Night City's mercenaries. There's bound to be some rivals / competition, or people you cross paths with that keep getting back up to fight you. (Unless you completely blew them up)

2. Reputation System - I think at first, this will be disliked. World of Warcraft has a reputation system that lets you increase how friendly you are with a faction, or how hated you are with a faction. This concept may also conflict with the Army Structure pitch, but that's really a bridge to cross if it were seriously being considered for CP2077 or CP2. I'm not strictly suggesting we just measure how much I've bullied Maelstrom and see how much they don't like me. I think the more disliked you are by a faction, how often they attempt to interfere with you could increase. More ambushes on the road, perhaps this increases chances that a faction leader seeks you out.
On the flip side, perhaps special gigs open up if a faction really likes you. It's a tricky thing to balance.

3. What about corporations? - Corporations are also a faction but I think they'd have to work differently than what I'm suggesting for the smaller groups of Night City. With that said, there's still only so much involvement in the game by Corporations. Arasaka is seen as the big one. I admit that before I knew the story that I expected a lot more grand schemes involving fighting these corporations. I still think there's room for more.

This more or less covers the thoughts I've had recently. At least with the game's factions. I acknowledge that what I may want from this game, this franchise, may be different than what other players want from it. In general, I want the city to feel more alive, and for there to be more going on. I'm very checked out of the story after the first playthrough, but again the game-play is just a lot of fun that I come back every year just for that.

I'll end it there. Thank you.
 
I thought the nemesis system really worked nicely for the LotR games. I'm not entirely sure how it would get implemented here, I play on pc, so whenever I mess up it's a quick F9 for me. That technicality aside, some variant of this system would be cool to explore.

I did find the gangs a little repetitive, they don't seem to have particular unique abilities or challenges. Sure they look and sound different or tend to have weapon preferences but that's about it. Maelstrom and VBs seem to have quickhack resistance more often, Animals tend to walk around with big maces but that's about it. Would be nice if they had more distinctive fighting styles and tactics.

Also, this game had a huge lack of minibosses. Besides the maelstrom fella at the start of the game (which you can also execute mid dialogue) there weren't many (if any?) memorable gang leaders to deal with. the Cyberpsychos were basically just set 1v1 fights, and some were more fun than others. You can literally sneak behind them and take them down with one shot.

I'm not against reps, especially if they got unique rewards and story opportunities attached to them. I'd even go ahead and have them being permanent choices from a certain level of rep onwards. For example if I decide to become good with the Valentinos, after a certain level of rep all their goons on the street show up as friendlies and can't be shot, and other gang ambassadors won't want to chat with us anymore. Would make each gameplay even more unique. And of course that also adds the option to reward the players that chose no gang friendships.

Corporations are a bit tougher, at least for Arasaka since they're part of the main plot. Imagine having Johnny in your head whilst you're trying to get in bed with them, I'm sure would be fun to experience but can also acknowledge the challenge in pulling something off like that. Anyhow the ending where we chose Arasaka as our solution, is evidently played out as a "negative" one.
 
1. Sauron's Army Faction Structure / Nemesis
When WB first produced Shadow of Mordor, before the game had even been announced, they went hyper-ape with their lawyers, patented, then copyrighted the all-holy @#$% out of the Nemesis system. Far as I know, if there is even a hint of anything like, "I select my target and there's a chance they may come back stronger if I lose," in your game, WB will immediately issue a cease-and-desist and try to tackle you for royalties. Any sort of system where your enemies dynamically get stronger based on you taking out other enemies? Warner Bros. now owns that. Characters fighting amongst one another with specific strengths and weakness in a such a way as the player can affect who wins? You must buy a license from WB in order to include it.

Nemesis is locked down. A perfect example of how greed stifles art.

2. Reputation System - I think at first, this will be disliked. World of Warcraft has a reputation system that lets you increase how friendly you are with a faction, or how hated you are with a faction. This concept may also conflict with the Army Structure pitch, but that's really a bridge to cross if it were seriously being considered for CP2077 or CP2. I'm not strictly suggesting we just measure how much I've bullied Maelstrom and see how much they don't like me. I think the more disliked you are by a faction, how often they attempt to interfere with you could increase. More ambushes on the road, perhaps this increases chances that a faction leader seeks you out.
On the flip side, perhaps special gigs open up if a faction really likes you. It's a tricky thing to balance.

3. What about corporations? - Corporations are also a faction but I think they'd have to work differently than what I'm suggesting for the smaller groups of Night City. With that said, there's still only so much involvement in the game by Corporations. Arasaka is seen as the big one. I admit that before I knew the story that I expected a lot more grand schemes involving fighting these corporations. I still think there's room for more.
These two, I could get behind.

I have this vision of a CRPG like Cyberpunk 2077 being entirely composed of "side quests". No "main story line". Just lots of little short stories that change based on who the player sides with. So, like different versions of the same side-quests told from the different perspectives of the different factions. Then, those individual quests will chain together like a web offering totally different pathways to completely different ends. So, factions that were enemies in one playthrough suddenly become your home base in another. Characters that were party members become enemy encounters along a different pathway. That mission where you're desperately defending a place of massive importance against a raging mob of anarchists in one game becomes a mission to join in a movement to tear apart a towering symbol of oppression as you're now in "the mob".

I think that would allow for a lot more nuance and society to be built into the game and for things like "reputation / street cred" to carry much more impact. (It would also increase replayability and be more conducive to NG+, as that seems to be something that a few people were asking for. [Hang it for me, though. I don't really go in for NG+++. By the time I'm done with one playthrough, I'm ready to start over with a completely new character.])
 
Last edited:
Nemesis is locked down. A perfect example of how greed stifles art.

Oh wow didn't know this. How thematically suitable that a corporation comes and ruins the fun for everyone with their greed. Meanwhile you get other companies that make their codes public because of how useful it is (I think the ping system now used in many titles including wow was first pioneered somewhere).
 
Oh wow didn't know this. How thematically suitable that a corporation comes and ruins the fun for everyone with their greed. Meanwhile you get other companies that make their codes public because of how useful it is (I think the ping system now used in many titles including wow was first pioneered somewhere).
That's the world and has been for most of the modern era. Legality supersedes any form of ethics. WB came up with it and patented it, so they call the shots on it now. Law.

It's also fair, despite how much that may suck. It was their idea, and IP is a thing. I consider it a challenge for other creators to come up with something even cooler than Nemesis...then make it public.
 
Top Bottom