I made a blog post about my ideas for Cyberpunk 2077 a while ago, so I'll just post the bullet points here:
1. Chromebook-Level Cyberware Variation
One thing that any cyberpunk tabletop player will tell you is that looking through the game’s Chromebook supplements, is like reverting to a kid and walking through the biggest, baddest toy store in the world. With the Chromebook material, a character in Cyberpunk is easily more customizable than a freaking automobile. There’s even tons of hardware that’s really similar on the surface, but made by different companies in the game’s universe with different minor feature variations and different models and makes. On a budget? Get a cheaper, more slimmed down package of ‘X’. Want to splurge a little on something with your recently (possibly illegally) acquired wealth? Check out this fully-featured version of ‘Y’! If anything, this kind of variety appeals to both customization nuts and people who want to feel more immersed in the world of the game when playing, because high-end products in real life are extremely variable when you think about the company providing the product, their standards, and what they might value to throw into the product for the money you pay.
2. Improvement on the Fallout: New Vegas Story Structure and Reputation System
I realize that CD Projeckt RED had no involvement or hand in making Fallout: New Vegas. Instead, they worked on the cult classic ‘Witcher’ franchise. But, nevertheless, I feel like there’s a lot that new games can learn from what Obsidian did with New Vegas. When I think of Next-Gen Role-Playing Games, I think of a perfect marriage between a sandbox like Grand Theft Auto or Fallout 3 and a groundbreaking experience of choice and consequences like Fallout 1 and 2 did back in their day. Fallout: New Vegas made a big step towards this, but in the end, the main story was the same regardless of factions you allied yourself with, with the only differences being faction-specific quests near the end of the story and the results of the end-game itself. What I propose for Cyberpunk 2077 is have each faction have their own overarching branching narratives filled with their own choices and consequences compartmentalized to themselves along the way that also connect and interweave with other faction storylines you can experience more fully with subsequent characters and playthroughs. I love getting more gameplay bang for my buck and I really do enjoy playing a game multiple times from different perspectives when a game facilitates that style of play with its mechanics and story structure.
3. Metafunctionality
I know ‘metafunctionality’ isn’t technically a word, but it’s the best term I can think of for this idea. When a player character gets fitted with some kind of neural cyberware, give the player a variety of operating systems and applications they can purchase and install. You can have little time wasters you can play in the HUD like how System Shock 2 had basic games you downloaded onto your character’s neural interface you could then play within the HUD at any time. Then you can have ‘apps’ for the HUD that help gameplay like an ‘app’ that allows you to find the cheapest prices on cyberware in Night City without running around on foot from store to store (think the GasBuddy iPhone app, but for in-game goods) or a GPS navigation system or something like that. Finally, a third type of ‘apps’ that literally break the fourth wall by allowing the use of a web-browser, skype, music on your computer, or various social media networks in-game while playing (these would be entirely optional and could probably be turned on and off via a menu setting checkbox). I call this idea ‘metafunctionality’ because of the idea that you could implement both gameplay functionality and real-world functionality in one place, with another option to play games within the game as System Shock 2 did with its Graphical User Interface.
4. Deus-Sexy Level Design
If there’s one thing that is always against cyberpunk videogames, it’s that none have really topped the original Deus Ex in level design. Deus Ex had a distinct style of level design philosophy where there would be so many paths and ways to complete the objectives you were given that it felt freeing, yet natural. Any player’s play-style more or less (with the exception of certain skills) was viable. I’d love to see a strong attempt to match that in Cyberpunk 2077!