Cyberpunk 2: Player Economies

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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
 
It kind of just seems like what you’re asking for is Second Life, but with better graphics. I have no idea what they’re cooking up for Orion, but I’m quite confident it isn’t going to be that.

Number 5 on that list sounds like a potential security nightmare, by the way.
 
Only speak for me, but I don't need or want any of this :giggle:
The only thing I care about multiplayer, it's being able to disable it entirely, that's all. I don't want to have to deal with any other players on my solo story-driven game.
 
The only thing I care about multiplayer, it's being able to disable it entirely, that's all.

Agreed, considering how big games have become these days, it's best to keep single and multiplayer separately.
As long as it's two separate installations it's fine...

I might still try Multiplayer once out of curiosity though, if there is one. But it's probably not for me either.
 
I'm not against a co-op multiplayer, but I don't like a MMO style game. Multiplayer is a broad spectrum, and we don't have any sufficient information about what they predicted for the multiplayer part. The more open way to do this would be to allow for private servers (so open to modding, little to co-op to massive community, etc), but it isn't a cheap endeavor. And the solo must still be the priority (they are at there best here, but still novice on the multiplayer part).
 
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.
GTA5 has literally none of those things and it remains quite popular over a decade later.

IF Orion has multiplayer (Since the single player has been confirmed to be CDPR's main focus), I'd expect it to take the form of GTA5's Online mode.

Given that people who want multiplayer, seem to want that style of freeform gameplay, whereby they can go around Night City with their friends and explore, do gigs and show off their avatar's appearances.

To which if it is implemented, it likely will take on the same model. Thus, no player trading because the way the mode earns the money required to make it worth the development cost, is by selling people the vehicles and weapons for real money as a means to avoid the grind of earning the in-game funds to purchase things.

There most likely won't be any sort of gathering/crafting in the multiplayer mode, with it being more focused around doing gigs to earn money and then purchasing stuff (Hence setting up the desire for people with more money than patience to buy said stuff with real money)

Heck, its dubious if even the single player portion of Orion will have gathering/crafting. CP2077's 2.0 update trended away from such things because of how poorly the mechanic worked in what was supposed to be a story driven RPG rather than a looter shooter. While, it was too deeply intergrated into general gameplay for it to be outright removed, Orion has the blank slate to reimagine how items function.
 
Given that Cyberpunk 2 will have an online/connected feature to it (pretty much a given),
....
I don't think it's a given. CDPR has said nothing to that effect, as far as I know. It would be a break with tradition for their games, which are solidly single player. That doesn't mean that they can't change, but it does mean that I wouldn't expect such a change without some clear statement from the company.
 
I wish I could be excited about these online mp prospects, but to be perfectly honest, I myself am more interested in a well polished single player experience.
If they do something really cool with it, sure I'll try it out. But I'm almost pretty certain I'd stick with the single player route. That's where CDPR games truly shine for me. Great story tellers.
 
CDPR have posted jobs for multiplayer and online. So yes, it will have that. And it should.
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I hope that the online/MP part is actually a separate file/game mode so its not integral to the SP game. Like how CoD and Warzone are separate executables that you choose to launch from a main launcher. Probably they will take this path so one doesn't ruin the other and also because they would appeal to separate audiences.

But for the SP game, if they do include online features they should copy how Where Winds Meet does it. Where you actually toggle between SP and MP by choice and they don't overlap. If you want a friend to drop into your world and help with a boss, then you toggle the MP on and suddenly you have MP features available. So that's another direction they could go. Either approach is fine in my opinion.
 
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