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Cyberpunk 2077 - Your Ideas For A Dream RPG

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Maelcom404

Maelcom404

Senior user
#2,181
Dec 13, 2014
ironkingsteve said:
aw... way to just wreck a guys morning :(

That being said, if they did an epic single player, with some sort of online co-op option that could work I guess. more later
Click to expand...
Meh, don't lose hope already, they plan on making it a licence, that means a lot of game out of it, a Mmorpg isn't impossible in the future, once they'll master the game and all, and if CDPR find a way to make it good, I'd be all for it (some people would probably don't like it, but yeah, if they make a mmo and keep on releasing "sp" game on side of it, I'd have nothing to say against it, if the witcher has a multiplayer which is in the end, totaly out-of-tone with the original game, a multiplayer cyberpunk game sounds tottaly possible), but right now, a good SP game with coop or something would be the best thing which could happen for Cyberpunk.

ironkingsteve said:
Music:
I would not get stuck with one composer - I would grab some of the music we used to play Cyberpunk to... like Billy Idol - Cyberpunk. Please don't go too much into the heavy metal or dub step - a little is great, but I would love more like in the game trailer - almost like Radiohead.
Click to expand...
I do agree on the "lots of different bands/artists", like in GTA or those kind of open worlds nowadays, like Saint Rows, it adds "life" to the media side of the game.
Tho, there are actually place for every styles around, I know that synth and "soft rock" is kind of futuristic and make you think about cyberpunk, but the in-game world as you said is a fucked up one.
I do play in a hardcore band, do a lot of gig and all, I can tell you that the underground punks don't really listens to Radiohead lol.

There are places where you'll have to deal with the underground, and there will have some Metal, Punk, violent electronics, Hardcore Rap, Hip Hop, etc... just to name a few.


So I do think that covering a wide variety of style will actually enhance the world and fleshing it out, more than making it cliché, yes the angry teenager listens to metal or punk, and then what?
It's how it goes, it was the same during the Iron Maiden years, and it's the same nowadays, the only difference is that we've gone from this:


to this
[video=youtube;va1zGZV-pWI]https://www.youtube.com/watch?v=va1zGZV-pWI[/video]

The same way, the "underground" isn't a fixed setting, it's as wide as the corporate one, you'll have some gang more "rap" oriented, some more punk, rock'n roll, electronics, etc... well, just give us diversity and a lot of different style and culutre to meet and discover, it's what Cyberpunk is about, you'll deal with nihilists, anarchists, nationalists, nazis, capitalists, communists, etc.... it's just like our world, there are for every tastes.

At least, it's how I see it.
 
Last edited: Dec 13, 2014
I

ironkingsteve

Rookie
#2,182
Dec 14, 2014
I went digging through my old notes and in ancient forums to find some stuff I wrote...

I always thought of a grand scale MMO that was truly unique in terms of items and quests and raids - the idea being that "you" are not the great prophesied hero of ages, you are simply determined and have the strength of will to make something of yourself. A game where trade, commerce, politik, alliances etc. are meaningful. Where you don't end up all doing the same quest over and over again ending up with the same gear and skills as everyone else.

Bear with me.

1. This is why the "memory wipe" "new personality" starting point is great, it makes character creation immersive, establishes that you used to exist but now you will be someone new.
2. Dev's or Gamemasters / Refs would take control of the top Corporates, Booster Gangs, Nomad Families etc.
3. No more random or repeat quests - now Dev / GM / Ref controlled FIXERS hand out jobs and quests.
4. Faction based reputation becomes the most important currency
5. As you gain more reputation you advance, perhaps being invited to work for a faction.
6. Control of territory becomes important - hence alliances become top priority. The more territory you control the more resources become available. Territories are controlled through Control Point Objectives (CPO's) which once controlled are locked for X hours, when that protection runs out they become raidable. If you control certain high value CPO's it puts you on Corporate / Gang radars - opening up new quest lines and opportunities.

Just some thoughts. More later
 
V

Vimak_

Rookie
#2,183
Dec 16, 2014
King Vimak's wishlist

Just read through the last page of comments as the thread is obviously huge. I apologize for the lengthy post...but this is really aimed at the developers (if they read these). Though I no doubt welcome responses if someone wants to read it all.

First, I should note that I am absolutely not a fan of MMOs. Playing online with people who have put in countless hours and dollars into a game is just not appealing. Having an online option is great and can appeal to that group, but forcing everyone into that online arena (i.e. Guild Wars) is just not fun for the casual gamer that is willing to spend money on DLC and other add-ons.

For me, there are three RPGs that have defining elements that I wish could be combined into one game (and if this already exists, I'd love to hear about it):

- Fable. It is by no means perfect in this, but among RPGs I've played, it is (and especially the NPCs were) most responsive to a character's in-game actions. NWN had elements of this, as does the elder scrolls series and Dragon Age (the first). But none of these had quite the same level of responsiveness (IMO).

- Elder Scrolls. For the same reasons as I'm sure many people love the series, it is just such a vast world to explore with great replay value. However, the main story feels very linear and at least in my play throughs thus far, my actions really have little impact on the main storyline or anything else. Oh great, you're a vampire/werewolf/mage's guild member/etc....but other than a few extra quests and items, what does this really do for you in the game world?

- Dragon Age (the first). The character development and storyline in this was amazing. Everyone knows this. I also liked how the other party members would actually respond to your actions - but at the same time, it was still a pretty linear story.

At the end of the day, I have been/am waiting for an RPG that combinesthese concepts:
- Open World

- Responsiveness to character's actions throughout the world and especially with NPCs

- character development and storyline


I realize this would be ridiculously time consuming for developers, but if I could have a game like this, one where there is no linear story and there are numerous storylines that are triggered by a characters' actions, all with meaningful NPC interactions and relationships, well I would gladly pay over the standard $60 price for such a game. Imagine having a world with set events (i.e.: a disease in X location) but without forcing a character to go to this location or be involved in the rescue (or disease-spreading) efforts.


Of course, this is all under the assumption that the graphics and world are as beautiful as games like the Witcher, Elder Scrolls, etc. I know there are strategy games and RPGs with much of what I am asking for already built in.
 
I

ironkingsteve

Rookie
#2,184
Dec 16, 2014
Vimak said:
At the end of the day, I have been/am waiting for an RPG that combinesthese concepts:
- Open World

- Responsiveness to character's actions throughout the world and especially with NPCs

- character development and storyline
Click to expand...
And the moon, and the stars!

There have been very few truly open world / non-linear / character choice driven reactive games.

The closest one IMHO was Arcanum of Steamworks and Magick Obscura - although they cheated and just explained the effects of your choices at the end of the game.

Open ended games are notoriously hard to design because you have to develop all the possible outcomes of a players actions or inaction. A more subtle approach is to not give the player a direct - "this is your quest now go" and to slowly let them explore the world and discover smaller side-quests which slowly reveal the main quest options - at the same time give them a reason to care about the main quest - even have some quests time and event sensitive.
 
D

dragonbird

Ex-moderator
#2,185
Dec 16, 2014
ironkingsteve said:
And the moon, and the stars!
Click to expand...
Well, we'll know in a few months, as this is what TW3 is supposed to be. And yes, I'd also expect CP77 to aim for it.
 
V

Vimak_

Rookie
#2,186
Dec 17, 2014
ironkingsteve said:
And the moon, and the stars!
Click to expand...
Hey, I get that it is a hard, time-consuming process to design a game, much less what I have said is what I want out of an RPG. I'm just offering my thoughts as per the thread theme. :)
 
I

ironkingsteve

Rookie
#2,187
Dec 17, 2014
Vimak said:
Hey, I get that it is a hard, time-consuming process to design a game, much less what I have said is what I want out of an RPG. I'm just offering my thoughts as per the thread theme. :)
Click to expand...
Don't get me wrong... I want exactly what you want. However I got involved with a small game dev company here in South Africa 2 years ago. They were working on their first MMO title, needless to say they project got canned for 3 main reasons:

1. Goals set too high - they wanted to make THE BEST MMO EVER and had an open forum and tried to include too many idea's and concepts to try make everyone happy
2. No clear monetization plan - they wanted to go free 2 play, resented paying for skins or items, hated any form of pay 2 win
3. Failed to reach Alpha targets

No matter how much I tried to reign them in and keep them focused on the reachable goals they blundered ahead and within a year the company was bust.

A few months later I used the experience in a lecture I gave to a game development class at a Design College. As I went through the failure I could see I was crushing the hopes and dreams of at least 1/2 the class, however afterwards 4 of the students came to discuss game dev and hopefully learned something useful.

The point I'm trying to make is that WE ALL WANT truly immersive open worlds but until we are all working on quantum superconducting computers we will have to settle for the best that DEV's can make within the current silicon limitations.

But yes - I want the moon and stars in my games too :D
 
D

dragonbird

Ex-moderator
#2,188
Dec 17, 2014
Well, CDPR stand a better chance - they're not a small indie company, their financial status is OK (and they self-publish, so they're not constrained by publisher wishes), they already know the business model that works for them, and they make the games the way THEY want.

So no, I wouldn't consider Vimak's wishes exhorbitant. I'd expect the same.
 
Suhiira

Suhiira

Forum veteran
#2,189
Dec 17, 2014
Given some of the stuff released recently I hope CDPR can stay self-publishing.
Seems to be the only way to create/release a game that meets the "vision" vice one that incorporates less then (or non) useful/needed components because some publisher mandates they be included even tho they don't "fit" the game concept.
 
D

dragonbird

Ex-moderator
#2,190
Dec 17, 2014
Suhiira said:
Given some of the stuff released recently I hope CDPR can stay self-publishing.
Click to expand...
I can't think of any reason why they wouldn't be able to. GOG seems to be growing bigger all of the time, and it's presumably a nice steady income, which is a luxury most developers don't have.
 
I

ironkingsteve

Rookie
#2,191
Dec 17, 2014
Holding thumbs!

So lets talk reflexes...

"Joe smirked at the corporate goons as his Boostmaster went active, he subvocalized the command string which sent his Sandevistan into overdrive. The corporate guards were suddenly plunged into slow motion, their movements seemed sluggish as if they were wading through a thick molasses. Their hands were frozen on the grips of their weapons as they were trying to draw them from their shoulder holsters. Joe rolled forward and kicked out with his cybernetic enhanced legs, he felt the first guards knee give in with a crunch, a grimace of pain starting to show on the suprized man's face. Spinning around Joe ended up standing behind the second guard while the first was still collapsing. His mono-katana shot out the center of his palm as he punched the guard in the back..."

I would imagine that reflex / initiative will be dealt with in bullet-time? That would be pretty sweet. If you're faster everyone moves slower (unless they are the same speed as you) in which case they move as they normally would - and if they are faster they are blurred a bit?
 
kofeiiniturpa

kofeiiniturpa

Mentor
#2,192
Dec 17, 2014
Vimak said:
At the end of the day, I have been/am waiting for an RPG that combinesthese concepts:
- Open World

- Responsiveness to character's actions throughout the world and especially with NPCs

- character development and storyline
Click to expand...
I support that.

Though probably for a bit different reasons due to my choices for example games being different. For example, the open world.... I like to go around freely (but not without caution or consideration) and check things out and explore, but I'm not in favor of the game being 90% made of prop landscapes and incosequential side content scattered all around the place to fill an intentional void like the ES games (and probably Witcher 3, though hopefully not). Fallout series (the 1st and the 2nd... not the later ones) for example provides that much better (for my liking -- meaning, not everything needs to be physical and touchable, it's enough to imply certain things like vast distances over "empty" terrain through abstraction).
 
Last edited: Dec 17, 2014
D

dragonbird

Ex-moderator
#2,193
Dec 17, 2014
kofeiiniturpa said:
but I'm not in favor of the game being 90% made of prop landscapes and incosequential side content scattered all around the place to fill an intentional void like the ES games (and probably Witcher 3, though hopefully not).
Click to expand...
Well, they've explicitly said several times that TW3 won't be like that, and we'll know for certain in May.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#2,194
Dec 17, 2014
Dragonbird said:
Well, they've explicitly said several times that TW3 won't be like that, and we'll know for certain in May.
Click to expand...
Yeah, I remember they have, and have said they're trying to cut down obnoxious filler quests (at least the FedEx ones). And I hope they manage to pull it off. But the sheer size of the games explorable world raises certain questions such as how is all that size used for the better of the game without filling it to the brim with null sidestuff that exists for the sake of existing and by the amount of it drown all the worthwhile things, and without leaving it as just a pretty cardboard emptiness.

We'll see in May, or at later time if they decide to postpone the release again, but to bring this back to CP and suggestions for it... I hope they decide to differentiate from the ideal of huge for the sake of huge, and even if the game as a whole were to be literally huge (all content considered), that they'd find more clever and practical ways for the utilization and use of space than showing off.
 
I

ironkingsteve

Rookie
#2,195
Dec 23, 2014
Fed-ex quests I hate, as much as flower picking quests, if not more.

But what do you consider filler quests. I quite like doing random quests which slowly lead you to the main- and sub-plot quest lines
 
I

ironkingsteve

Rookie
#2,196
Dec 23, 2014
Yeh I agree that the side / filler quests should impact the game world, create reputation or faction allegiances. I love the TES games, but I have to agree that its pretty dumb you can do every quest. There should definitely be quest lines that open or close depending on your actions and decisions.

Even in Skyrim whether you chose the Nords or the Imperials it made no real difference.
 
Sardukhar

Sardukhar

Moderator
#2,197
Dec 24, 2014
Moved some posts to here: http://forums.cdprojektred.com/threads/31100-Gameplay-depth-vs-complexity-vs-quot-fun-quot

Remember, this thread is for suggesting what makes your Dream RPG. You can talk about someone else's post, but try to keep it very brief and not return to it. We want a thread Devs can one day cruise through for ideas, not a three-page argument about what is and isn't a gameplay conceit. Or whatever.
 
Suhiira

Suhiira

Forum veteran
#2,198
Dec 24, 2014
While I agree a bullet time system would work very well to represent boosted reflexes (I'm assuming the boost is to 11+ NOT merely from 1 to 3 or 4) for an FPS type CP2077 combat system, how could it be represented in a non-FPS system?
 
Last edited: Dec 24, 2014
I

Inzababa

Rookie
#2,199
Dec 26, 2014
Sardukhar said:
Moved some posts to here: http://forums.cdprojektred.com/threads/31100-Gameplay-depth-vs-complexity-vs-quot-fun-quot

Remember, this thread is for suggesting what makes your Dream RPG. You can talk about someone else's post, but try to keep it very brief and not return to it. We want a thread Devs can one day cruise through for ideas, not a three-page argument about what is and isn't a gameplay conceit. Or whatever.
Click to expand...
hi, I'm new, but I saw that and thought, "perfect!" I'll just do that :)



My Dream RPG :

- Realistic (that doesn't mean everything has to be real as in like real life, it means everything has to be coherent, like dragons are ok but if technology has not advanced, no mobile phones. To some respect, in DA:I a dragon which fights only on the ground and doesn't fly away when it's losing a battle is not very coherent but that's just a small example.. here's another quick one, there's not a single toilet in most RPGs, what"s up with that? People don't go to the toilet? I remember playing SIERRA games back in the days, they were more realistic than most of today's games)

- NOT MAINSTREAM, for the love of God I DREAM of an RPG which doesn't cater to the masses, which does it's own thing, pushes boundries back, does something original even maybe setting a new standard instead of foolishly applying a worn out model.

Marketing may think you'll lose money if it's a nich game, but history shows that all the epic cultural references are the ones that went out on a limb. If it's a good nich game, it'll probably have more success than a standard mainstream one anyway, and the devs, writers and rest of the team will be all the more proud for having actually created something rather than copy paste and change some details.

So please forget the commercial incentive, do by passion first, money comes if the work is well done anyway.

-Mature

This actually fits into realism, but from my point of view, bad assess who kill a lot of people, actually do say the occasional swear word (to say the least). Most of society's taboos are flawed and incoherent to start off with anyway, so please don't be a slave to the political correct pressure imposed by religious lobbies or what not.

Example; it is more "schocking" to see a nipple than to cut a man's head off. Really? Language, sex and drugs (basically the 3 standard taboos) are common in every day life but mostly unexistent in most media.

Please don't be afraid to be un-politically correct, no one every made anything special and new by abiding to all those bullshit rules anyway. To put it simply, I would hate modern media to be the same in IS held land, North Korea and Europe.....

-- ROLE PLAYING -- choices and consequences

Don't troll the player like EA / Bioware did with DA:I, my dream RPG is one in which the consequences of a player's decisions are actually real, not just a 2 line text or a + or - approval rating for your companions. That's the core of a role playing game for me, if nothing I do or choose makes any difference, if I can't go anywhere except where the game wants me to go then I don't feel like I'm playing a role playing game, I feel like I'm watching an animated 3D interactive movie where my only input is basically when killing mobs and NPC.

This can't really be done without a lot of work, I'm aware of that, and what that means is it usually can't be done without a lot of money, but it's totally worth it (imo) because it is the core of what defines a good RPG in the first place, otherwise, the game should be classed as "adventure" or whatever.

-- ERGONOMICS


My dream RPG would be ergonomical, what this basically refers to is the little things that make life easier for the player. I'm sorry to refer to DA:I again, but it's basically the last game I played.. Anyway, here's an example, if you have a limited amount of save slots, fine, you must have some technological factor to take into account, but if those saved games reach the limit, at least make it simple to delete and make space for them, instead of (like in said game) forcing the player to select each saved game and delete them one by one.

It's just one small example, but an ergonomic game has lots of little details which make life easier for the player and show that the devs actually thought of the player when creating the game.

- GAME PLAY VALUE

I don't care how beautyful the graphics are, how spectacular the cut scenes are, if I finish the game in a few hours, I will be very very dissapointed at having spent so much money in a game, because let's face it, these days game prices never seem to stop increasing, 70 Euros would have been shocking a few years ago, and if you blow that away with 10 or 20 (or less) hours of game play, you feel cheated. (*cough most high end fps games * cough*)

The slacker solution is to create a time sink and copy paste it through a few zones, my dream RPG is one in which the devs and rest of the team don't take shortcuts of the sort. There are lots of creative and often cheap ways to create time sinks outside of the plot itself, one example is crafting, another is grinding (though that's often used by slacker devs, if it's not abused, I think it's fine). The idea though is not to cheat, not to troll the player, not to take short cuts and for example create a zone in which the player must go back and forth 20 times simply to fill time.

- FREEDOM

I don't think this one will ever be taken to the level that I dream of by game designers because even if it's technically possible, it represents such a huge investment.

What I mean is that my dream RPG would be one in which I could do anything I want (that doesn't mean there wouldn't be consequences, but at least the possibility is there).

One example is when RPGs make a town zone with 95% of houses with closed doors you can not interact with.

Another is pushed really hard in games like Fallout, where you can basically kill anyone, including quest givers, or GTA where you can randomly hit a guy in the nuts or steal a car.

--- YOU DONT HAVE TO BE THE GOOD GUY

To be honest, I almost always pick being the good guy when given a choice, however I appreciate not having to, for example, this will allow me once I've played the game "honestly, according to my values and ethics" to role play an evil guy just for fun.

-- NOT A GAME FOR CONSOLES PORTED AT THE LAST MINUTE FOR PC


I get increasingly frustated at ports, I don't want to play on a console, I like my PC, I invested more than a console's worth in it, I've always played games on my PC, so if I choose to NOT play on a console or with a controler, I don't want to be punished by rushed ports or console exclusive game design.....

--THE STORY / PLOT

My dream RPG would be one in which the plot/story would be as good as an amazing book, the kind that goes beyond "you wake up with amnesia and must save the world from a bad guy who wants to be a god" or "you start as a bastard with no family history in the lower classes of society to become a king and restore the kingdom", you get my drift?

--- Autonomy

I LOVE games that give me a house, or a flat, a keep like in DA:I, a base of operations or something that allows me to call a virtual home, but it musn't be just decorative.

Just as much as players like to see their character evolve and become stronger, they (well I do as well) love to evolve "materially". Not that I'm defending consumerism or material stereotypes, but if you can upgrade yourself, it would be nice to upgrade what belongs to you as well, GTA comes to mind for example, or the keep in DA:I or Elder Scrolls, even though I feel more could have been done..

--- Companions that are not just for show

I just recently played Mars War Logs and Bound in Flame, in both games the companions are there only to participate in the plot or discussions. In combat they have no purpose except for tanking a little and outside of combat maybe a superficial badly written romance.

I think I'll stop there, at least for now, but to conclude, I'm prepared to wait years, and pay a lot of money for a game that comes even a little close to my dream RPG. I'd much rather that than wait less long, still pay a lot of money, and get some rushed job which leaves me empty when I finish the game.

But yeah, it's a dream RPG right? ;)
 
Suhiira

Suhiira

Forum veteran
#2,200
Dec 27, 2014
Inzababa said:
But yeah, it's a dream RPG right? ;)
Click to expand...
Never hurts to dream. And you may have an idea the dev's hadn't considered or say something that starts an interesting discussion.
 
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