I think we are seeing an evolution in video game content, from linear to branching, from single narrative to many, from story to sandbox.
The cyberpunk setting is a ruthless, unforgiving and sometimes lonely place as was themed in 2077. And while it was a great ride, it was still a story designed by other people that players "played through". It wasn't OUR story or OUR character we were role playing. It was someone elses.
And that's fine. But I think we are seeing a growing trend where people want the game world to be living without needing their attention. 2077 definitely plants the seeds for this. And a growing population of players want to exist in these worlds, role play their character builds, play style, daily jobs even. In other words, the sandbox is becoming the game. And in terms of longevity, it definitely will keep player engaged long after the voice acting of a main story has ended.
So what I'm appealing to is to shift the needle some in this direction. Instead of making a game that is 90% designed in service of a pre-determined story with 1 or a few story paths, move that needle more in the direction of the sandbox and all the "emergent" joy and stories that would arise directly from the players own agency, goals, role playing pursuits etc. I think THIS is where the future really is - especially when it comes to player retention.
A main story might get people to buy a game [...], but a compelling living world where you can almost do anything, or be anyone, and get involved in countless interactions, encounters and emergent stories driven by YOU and not the game-on-rails engine. This I think is what is coming. GTA6 will definitely raise the bar in this regard - moving the balance between story and sandbox more towards the center.
I think Cyberpunk 2 needs to really blow past expectations even beyond that. Some things I would expect by then (2032-2034 timeline).
1. Deep interactions, characters, dialogs, missions, affinities ("standing") with EVERY faction in the setting. Every gang, corp, NCPD, fixers, dealers, and whatever else.
If my chosen path (my story) is to just work the city and be a solo, doing gigs, getting in good with gangs, sitting at sushi bars at night eating rice bowls, then heading home to rest and repeat the next day. Then THAT IS MY STORY. Maybe I get promoted to captain in one of the gangs. That is my end game. There is no "ending". No "story". Just cause and effect.
2. If I want to be a car hustler going around stealing cars, taking them to my chop shop that I built (base building needs to be there), mod them and list them for auction (in game and also server based so other players can buy my modded cars). Than that is MY STORY. That's my fun. Never ends.
3. If I want to be a secretive net runner, build and underground lair, do netrunning gigs in an actual cyberspace (a totally new and separate cyberworld with a IRL VR mode) and build out my cyberspace oasis fort. Then that is MY STORY.
This is what it should be.
If you read this far, thank you.
The cyberpunk setting is a ruthless, unforgiving and sometimes lonely place as was themed in 2077. And while it was a great ride, it was still a story designed by other people that players "played through". It wasn't OUR story or OUR character we were role playing. It was someone elses.
And that's fine. But I think we are seeing a growing trend where people want the game world to be living without needing their attention. 2077 definitely plants the seeds for this. And a growing population of players want to exist in these worlds, role play their character builds, play style, daily jobs even. In other words, the sandbox is becoming the game. And in terms of longevity, it definitely will keep player engaged long after the voice acting of a main story has ended.
So what I'm appealing to is to shift the needle some in this direction. Instead of making a game that is 90% designed in service of a pre-determined story with 1 or a few story paths, move that needle more in the direction of the sandbox and all the "emergent" joy and stories that would arise directly from the players own agency, goals, role playing pursuits etc. I think THIS is where the future really is - especially when it comes to player retention.
A main story might get people to buy a game [...], but a compelling living world where you can almost do anything, or be anyone, and get involved in countless interactions, encounters and emergent stories driven by YOU and not the game-on-rails engine. This I think is what is coming. GTA6 will definitely raise the bar in this regard - moving the balance between story and sandbox more towards the center.
I think Cyberpunk 2 needs to really blow past expectations even beyond that. Some things I would expect by then (2032-2034 timeline).
1. Deep interactions, characters, dialogs, missions, affinities ("standing") with EVERY faction in the setting. Every gang, corp, NCPD, fixers, dealers, and whatever else.
If my chosen path (my story) is to just work the city and be a solo, doing gigs, getting in good with gangs, sitting at sushi bars at night eating rice bowls, then heading home to rest and repeat the next day. Then THAT IS MY STORY. Maybe I get promoted to captain in one of the gangs. That is my end game. There is no "ending". No "story". Just cause and effect.
2. If I want to be a car hustler going around stealing cars, taking them to my chop shop that I built (base building needs to be there), mod them and list them for auction (in game and also server based so other players can buy my modded cars). Than that is MY STORY. That's my fun. Never ends.
3. If I want to be a secretive net runner, build and underground lair, do netrunning gigs in an actual cyberspace (a totally new and separate cyberworld with a IRL VR mode) and build out my cyberspace oasis fort. Then that is MY STORY.
This is what it should be.
If you read this far, thank you.
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