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Cyberpunk 2077 - Your Ideas For A Dream RPG

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SeelySassage

Forum regular
#1,821
Jun 8, 2014
One thing that makes a game very, very memorable is the environment in it. Modelling places like clubs, restaurants and hubs where you can actually interact with anything, and hang out there, and everytime you visit the place there are different events happening in it. A generally dynamic environment where things change makes you want to spend hundreds of hours in that universe :)
 
Suhiira

Suhiira

Forum veteran
#1,822
Jun 8, 2014
That and interesting NPC dialog.
I recall a few cases in games where I've though "WHAT did that NPC just say?" and even fewer where I stopped to listen to two NPCs discuss something.
 
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braindancer12

Rookie
#1,823
Jun 8, 2014
suhiir said:
That and interesting NPC dialog.
I recall a few cases in games where I've though "WHAT did that NPC just say?" and even fewer where I stopped to listen to two NPCs discuss something.
Click to expand...
thats right, discussions between NPC are great, they sould be written well thats clear cause who wants to listen to it if they are just talking random shit. If they talk about news or how they fell about things, those are things which make the world feel more realistic and believeable.

And i dont want hundreds of audio logs, i am sick of this shit, every game has it at the moment, most of the time they are boring and bad written. I prefer NPC dialogs over audio logs
 
Decatonkeil

Decatonkeil

Forum veteran
#1,824
Jun 8, 2014
braindancer12 said:
thats right, discussions between NPC are great, they sould be written well thats clear cause who wants to listen to it if they are just talking random shit. If they talk about news or how they fell about things, those are things which make the world feel more realistic and believeable.

And i dont want hundreds of audio logs, i am sick of this shit, every game has it at the moment, most of the time they are boring and bad written. I prefer NPC dialogs over audio logs
Click to expand...
Any space that is usually taken by audiologs should be left for NPC conversations, conversation in general and things like radio and TV news. Anything that makes the world feel more alive better than exposition bits that they didn't know how to force in the game.
 
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braindancer12

Rookie
#1,825
Jun 8, 2014
decatonkeil said:
Any space that is usually taken by audiologs should be left for NPC conversations, conversation in general and things like radio and TV news. Anything that makes the world feel more alive better than exposition bits that they didn't know how to force in the game.
Click to expand...
exactly, conversations, radio, tv news those are things who create a deep and believeable environment not audio logs, like really why should everybody in the gameworld always have audiologs with them which are full of monologs and secret number combinations and stuff like this...this doesnt even make sense just as why they keep those important audio logs with secret informations everywhere in the world........
 
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Poet_and_Gentleman.598

Rookie
#1,826
Jun 8, 2014
braindancer12 said:
exactly, conversations, radio, tv news those are things who create a deep and believeable environment not audio logs, like really why should everybody in the gameworld always have audiologs with them which are full of monologs and secret number combinations and stuff like this...this doesnt even make sense just as why they keep those important audio logs with secret informations everywhere in the world........
Click to expand...
System shock 2 essentially.
 
Suhiira

Suhiira

Forum veteran
#1,827
Jun 9, 2014
Yeah, I recall watching the TV when playing "Bloodlines", there weren't a lot of news reports in the game, but it was always pleasant to hear the OFFICIAL news report after you blew something up. Made you feel that the world wasn't static.
 
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H

HeadClot

Forum regular
#1,828
Jun 9, 2014
I want to 3D Print my own weapons from various schematics that I can find throughout the game world.
 
W

waciuk

Senior user
#1,829
Jun 10, 2014
If my character goes into a fast food joint I want to be served by surly, disinterested teenagers that get my order wrong.
 
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kanonite

kanonite

Senior user
#1,830
Jun 11, 2014
Hmmm...will CDPR be able to call Metal Gear armor Metal Gear due to the Metal Gear Solid franchise?
 
Last edited: Jun 11, 2014
Sardukhar

Sardukhar

Moderator
#1,831
Jun 12, 2014
kanonite said:
Hmmm...will CDPR be able to call Metal Gear armor Metal Gear due to the Metal Gear Solid franchise?
Click to expand...
Well, Cyberpunk came out in 1988. Metal gear in 1987. Possible both were being developed concurrently.
 
D

dal.185

Senior user
#1,832
Jun 12, 2014
Plz plz do nothing like Watch Dogs it was sooo linear, repetitive, boring and frustrating....
 
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Brandozzz

Rookie
#1,833
Jun 13, 2014
I feel like the movie akira is the perfect example of the genre cyberpunk... The epic urban metropolis, neon city, the over bearing police, with the rebellious citizens, the conflict between anarchy and order. The landscape and scale of that movie will blow your mind.

Also some type of experiment or virus in the zone would be tight

One word: akira

Being part of a gang, like motorcycle gang, and have gang wars

Or have riots against the police

I want to drugs to have a effect on the character on how it sees the world, expand drugs 1st person. Tripping out, uppers, downers, something the player can actually crave for the character. A desire/ pleasure

The ability the build/ create not only objects but ideas, businesses, groups, also the hackers in the movies always in their basements building something give the gamer a world of their own to do that
 
Last edited by a moderator: Jun 13, 2014
D

dragonbird

Ex-moderator
#1,834
Jun 13, 2014
@Brandozzz, this is a forum, not IRC. Please don't make a separate post for each sentence.
 
Harthwain

Harthwain

Rookie
#1,835
Jun 14, 2014
RPG should be exactly this - Role Playing Game.

I should be able to create character and fulfill myself within that role. There is no point in creating an assassin for hire if there is no way to profit from it. Now, as killer for hire I shouldn't have problems with killing somebody, but there should be incentive for doing so and mechanic discouraging me from making a lousy kill in densly packed area ("Hitman: Absolution" allowed you to fake accident, or use an empty glass bottle as a weapon, take a bystander as living shield, fake surrender, etc.), unless we're talking about an empty alley during the night. That all just for one class and there are non-combat classes out there who should be able to not fight (unless they think it's worth it).

Vast dialogue options are a must for me, because you can roleplay your character through your own actions as well as through dialogues. Remember "Mass Effect 1"? It had horrible dialogue options, with two being the same (even had the exact text!) but one was without "points" (in "Mass Effect 2" these "points" then unlocked some dialogue options, which was ridiculous). You should be able to have dialogues basing on your abilities, skills and in-game knowledge. Multi-layered dialogue options from "Star Wars: The Old Republic" were another step in correct direction, because you could - as conversation went - change your mind or do something that wasn't possible a dialogue ealier. Some contextual choices (like in "Hitman: Absolution" you could use a bottle to draw attention somewhere or as a weapon. You could manipulate enviroment to fake accidents, etc.) would also be good as they add even more choices on top of dialogues and skills.

Real RPG allows a player to make choices that are somehow reflected within the world and give player's character class a meaning. If I want to be a trader (an example from "EVE: Online") then I usually don't want to be involved in combat. Unless I want to be a smuggler, then I need to think my way around it, because there is a probability that I'll be targeted by competitors, pirates, space police, etc. High profits can also be convincing to make trader do "a quick trip" to less safe space, where certain goods are in higher demands. But it's up to you if you run into something you can't outrun, outlast or outgun and would cost you (to bribe a pirate) and then still you can end up dead. All these options are within a single class (a trader) and within what I want to do for a living. Classes in Cyberpunk 2077 should be more versatile not only between other classes, but within the class itself.

It comes to combat and experience. Experience shouldn't be gained through combat mostly - like it is in most "RPG" games - as this leaves non-combat characters having the lower hand. "Deus Ex: Human Revolution" and "Alpha Protocol" tried their way around this, but combat was still there and non-combat options were few and far between. It came down mostly to being stealthy or dangerous, but should non-combat classes be stealthy? In most RPG games there is no place for such characters, which is wrong.

To sum it all up:

- Let us RPG (role play our characters).
- Let us RPG through non-combat roles.
- A lot of choices (dialogues, action, context) make for a good RPG.
 
E

Ebany

Senior user
#1,836
Jun 14, 2014
soulmai said:
So I've search as hard as I can and found nothing regarding an idea.

Multiplayer-Mini-games! ..... I see you all warming too it!

Create a mini-game, likely candidate is cards (similar to Magic the Gathering or Blizzards new Hearthstone), which can be played single player or multi-player. Not only would it be fun to play a card game in CP2077 based on critters from Witcher world, but it's something which could eventually be expanded to become independent.

Same in Witcher 3 ...... I could lose hours playing a Cyberpunk 2077 card game.

Anyways, I won't dribble as you get the idea. Plus, I really drink but someone suckered into trying this sickly sweet (and mildly addictive) cider called Kopperholgahn something. Now I'm off to bed.
Click to expand...
I must have be physic :)

Looks like there's a card game similar to Hearthstone coming out with GoG Galaxy, a Witcher 3 Adventure game.

Edit: I guess this means it won't be a feature in the Cyberpunk 2077 game ....... or maybe it will but only on multiplayer :)
 
A

azriel77

Forum veteran
#1,837
Jun 15, 2014
Dialog is VERY, VERY, VERY important to me. I cannot stand modern "RPG"'s because the dialog is a whole whopping three choices most of the time, that boil down to one sentence choices and they only have one type of boring personality (yes, this includes the witcher also).

I want and RPG that goes back to having many multiple choices, that had different personality types of plays and not the stupid one authority type todays RPG's have, I want the choices to reflect my stats, my gear, my history, the situation I am in and many other things. I am so sick of these three choice dumbed down one sentence choices(I blame having the protag voiced and why I am against protag VO).

Also, can we avoid making character immortal for plot reasons. Oh, this boss challeged me to a fight and I NEARLY kill him but he magically gets away as I shoot a ROCKET AT HIM. It is annoying. Having a tough NPC is fine, but do not make them immortal where no matter what you do, you cannot kill them. Just make them hard. If you do not want the boss character killed then do not put them in a position where they can be killed.
 
Suhiira

Suhiira

Forum veteran
#1,838
Jun 16, 2014
Still hard to beat Planescape: Torment for dialog choices, been a while since I've replayed it but I recall a minimum of 5 most of the time and often a dozen.
 
V

vongo.859

Rookie
#1,839
Jun 17, 2014
I'm new to the cyberpunk genre, so I'll focus my comment mainly on what I want to see in an RPG.

General Non-Gameplay Related Features

- Pausing anywhere, anytime, and without interfering with cut-scenes or other important instances.
- Saving anywhere, anytime (ideally even during cut-scenes or other important instances, but it's understandable if that's not do-able).
- Skip-able cut-scenes if possible, and in such a way that isn't easy to accidentally do (i.e. pressing 'Y' to skip is too easy, whereas pausing and selecting 'Skip', isn't).
- Few and brief loading screens, if possible (ideally much less than those in Skyrim).
- Simplicity with menu screens (though from what I've seen of Witcher 3, it does't seem this will be a problem for y'all).
- Varying degrees of difficulty, such as Easy - Regular - Hard, etc. This is low on my priority list, because I understand the complications it would mean.
- Be very mod-friendly. Encourage it, even. They are great, and they keep games relevant for arguably longer than they should be (which is awesome).

General Gameplay Related Features

- Vast customization options, both in terms of appearance and function (character, vehicle, and "safe house" customization).
- Freedom of movement. No invisible walls. If there need to be boundaries for something, be creative with it.
- Destructible environments. I completely understand the limitations for this one, but hopefully as many as possible. If something can't be broken or destroyed, at least demonstrate visible damage.
- NPC actions and dialogue that adapt to current events (important happenings, weather, change in appearance, etc).
- No scripted voice for main character (unless there is a wide selection of voice options, à la Saints Row 3 & 4, and provided it is within the budget).
- HUD that is influenced by the character and is something the character might see (as much as possible).
- Third person (First person being an option would be nice, but is low priority).
- Please no weak, "story-driven barriers". For instance, don't barricade us from something with a locked fence or door that would otherwise be breakable/lock-pickable at an other point in the game. It's always frustrating controlling a character that can single-handedly kill a dragon or infiltrate a high-security fort, but becomes outmatched by conveniently placed chain-link fences. Even if it interferes with the story, let us through! Kill us if you must, but please let me through that door! I'm confident it can be done well.
- Romance/Relationships - I mean this in the least lewdly manner, but I'd like to be able to get in the pants of anyone in the game. Whether it means having one-night stands with randoms off the street or putting a ring on my favorite NPC and running off to Bermuda, I'd like to have the option. It might require a high level "speech stat" to pull something like that off, but as long as the option is there, I'm happy.
- Being able to see and hear events in the distance, with as much going on screen at one time as possible (and provided it's appropriate for the situation).
- Make names relevant. Maybe your character can have the same last name of a mob family or the CEO of some multinational corporation, whether it be coincidental or intentional. If someone recognizes your name from somewhere, have them react appropriately to it.
- As much interaction with the environment as physically possible.

Customization

- General rule of thumb for customization: The more the merrier.
- Ability to customize all character features even after the initial character creation screen.
- Customization preview - being able to get a full, 360 degree, zoomed in-and-out preview of something before confirmation of purchase.
- Customization of 'safe house' - allow for many possible places to make a home, allow for more than one at a time, and provide non-linear upgrade-able options so that I can upgrade different aspects of my home at a time (in other words, not one pre-determined max upgrade option).
- I love customization, both of appearance and function.
- Customization is good.

Combat

- Hand-to-hand combat similar to Sleeping Dogs. Being able to grab people, throw people, hold people hostage, and interact with the environment are HUGE pluses and add a lot of depth to it.
- Ability to take cover and make cover from anything.
- Firefights similar to Max Payne 3.
- Ragdoll.
- Blood and gore (from what I've seen of Witcher 3, I'd be happy with that).
- Talking during combat - whether you want to provoke or persuade someone, the ability to do so while in combat would add a lot of depth and is something that I haven't seen in my admittedly not-so-vast experience. Maybe it would be a simple command or a selection from some sort of weapon wheel. If I instigate a fight or run into one, I would like to be able to possibly apologize, provoke, or understand it while running/hiding behind cover. Also, I love what I saw in one of the Witcher 3 demos with the subtitles/captions above the head of the person who was saying it.

Vehicles

- Being able to control and access any vehicle. Whether or not the character has the qualification to use it is another story.
- Road vehicles operating like those in GTA V.
- Vast selection of vehicles, whether they be purchasable, steal-able, store-able, or something else entirely.

It's a lot, I know, but I don't think too much of what I said is even that unique. I'm mostly interested in seeing a conglomeration of the best aspects of RPG games meshed into this one. I'll likely just make a new post with an updated list, if this one gets buried.
 
Last edited: Jun 20, 2014
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Harthwain

Harthwain

Rookie
#1,840
Jun 17, 2014
suhiir said:
Still hard to beat Planescape: Torment for dialog choices, been a while since I've replayed it but I recall a minimum of 5 most of the time and often a dozen.
Click to expand...
Indeed. While I find W[itchers] good in terms of scale of choices, their consequences and gravity (especially in W2) I did feel like my choices were narrowed down to a specific point (or points) and beyond them little was reflected in the world and thus, mattered a little, while P[lanescape]:T[orment] expanded your choices simply by granting you more dialogue options as you learned something. There was a web of connections that made information to matter so much more than in standard RPGs.

It's this what I meant when I was talking about having a lot of choices, dialogues and options. Witchers were stepping in right direction, but are still away from being ultimate RPG experience. I hope that CP77 will remedy this, or at least prove to me another step in re-making definition of RPG games (where most people think it's about stats and levels).

I will also throw in another example from a video game. This time about choices and context. "Mass Effect 1", a terrible RPG game for me, which I only tried to finish to import my save games to ME2 (which was a huge step forward, until ME3 reversed to what ME1 did). The last choice. It's important, because overall you had two choices in ME 1: a good (blue) and a bad (red). Grey choice was a bad choice, only without gaining red points (which made you evil character, because points). In this last choice you could decide that:

A: The [human] Fleet should sacrifice itself and save the Council, who were a bunch of bureaucrats blind to the truth. This was "good" (blue) choice.

B: The [human] Fleet is held back, so the other races weaken their forces in order to destroy the Sovereign. The humans will take over as the Council (made of non-humans) is dead and their military forces will remain mostly untouched. This was "bad" (red) choice.

C: The [human] Fleet is focusing its firepower on the Sovereign, you know, the one who's success is threatening life in an entire galaxy. The Council will not survive the encounter as their ship won't receive support (as The [human] Fleet is trying to save the galaxy). This is "neutral" (grey) choice.

This was, probably, the only moment in the whole ME1 where I felt that picking up grey choice is something different than doing a bad thing without red points attached to it. Why? Because of reasons that I had behind this choice, because the context of my decision was completely different. Choice that was the same on the surface, and yet being completely different to me.
 
Last edited: Jun 17, 2014
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