Given that Cyberpunk 2 will have an online/connected feature to it (pretty much a given), let's talk about Player Driven Economies. I think this is something that has been around the MMO space for a while but for connected games that focus on city/life simulations this is also an emerging need.
Players need things to do in game worlds and gathering/crafting loot, storing and organizing and finally setting up shops, posting trades on markets etc are all things that bring longevity and interest to a game world. Cyberpunk 2 NEEDS THIS for many reasons.
We see a HUGE community in CP2077 around virtual ateliers/stores etc. Some shop mods even have in game brick and mortar shops. And this is super cool. For Cyberpunk 2 I would expect to expand on this:
1. In game Virtual Atelier stores that can be created and managed IN GAME. These stores are easily found on ones computer/phone device and show stores dynamically. If a player somewhere in the real world creates a new store then I can see it and buy their items from it. Only problem that needs to be addressed with this model is clutter. But there are ways to reduce that by delisting inactive stores, etc.
2. Buying loot or crafted items from someone's Atelier store (in game) gives them money in their account!
3. There needs to be an entire "web" in the game. Computer browsers, websites, storefronts, etc.
4. Banks, bank accounts, investing. Stock trading in corporations. If a lot of players buy stock in Trauma Team, the value goes up. When players dump that stock, the value goes down. It behaves like a real trading system and the rules are pretty simple.
5. Modded items listed in stores. If I buy a modded item listed in someone's store, the game should silently install the dependencies for that item so I dont' have to leave the game. This will require a dynamic, runtime portable mod file capability which I will talk about in another post.
Thank you
Players need things to do in game worlds and gathering/crafting loot, storing and organizing and finally setting up shops, posting trades on markets etc are all things that bring longevity and interest to a game world. Cyberpunk 2 NEEDS THIS for many reasons.
We see a HUGE community in CP2077 around virtual ateliers/stores etc. Some shop mods even have in game brick and mortar shops. And this is super cool. For Cyberpunk 2 I would expect to expand on this:
1. In game Virtual Atelier stores that can be created and managed IN GAME. These stores are easily found on ones computer/phone device and show stores dynamically. If a player somewhere in the real world creates a new store then I can see it and buy their items from it. Only problem that needs to be addressed with this model is clutter. But there are ways to reduce that by delisting inactive stores, etc.
2. Buying loot or crafted items from someone's Atelier store (in game) gives them money in their account!
3. There needs to be an entire "web" in the game. Computer browsers, websites, storefronts, etc.
4. Banks, bank accounts, investing. Stock trading in corporations. If a lot of players buy stock in Trauma Team, the value goes up. When players dump that stock, the value goes down. It behaves like a real trading system and the rules are pretty simple.
5. Modded items listed in stores. If I buy a modded item listed in someone's store, the game should silently install the dependencies for that item so I dont' have to leave the game. This will require a dynamic, runtime portable mod file capability which I will talk about in another post.
Thank you


