Some of my Ideas (part 1)
First off, this will probably be a long read. So for those who do not want to read the rambling from a random person, just use the index to target the potentially interesting bits.
I wanted to write this post because it is rare to express ones views on game design to those who actually create them. I did not want to write a loose view on what I would like to see in CyberPunk 2077, but a meaningful reply to the question asked in the forum.
I am far from a game designer; in fact my degrees are in psychology and public service. So with that said, my views are just personal opinion, and by no means meant to dismiss or defend other people’s ideas.
I. A Little Music
II. Classes
III. Implants
IV. Quest
V. First or Third person?
VI. Atmosphere
VII. Graphics
VIII. Interactions
IX. Braindancing
X. Gameplay
XI. CDPR Closing
I. A Little Music- Let me set the mood now. (this is what I hear in my head when I think of CyberPunk 2077) More specifically a few “braindance” scenes I envisioned. I may cover those later in the post, so feel free to listen to them at any point. These are just some base musical ideas to set the tone in my head when thinking of the Dark City feel. (or fight scenes)
http://www.youtube.com/watch?v=x91VSGvCsWI 3 Libras [all main courses mix]
http://www.youtube.com/watch?v=h42_h8hBtWI The Outsider [Apocalypse Mix] #Lyrics are surprisingly relevant although not intended.
II. Classes (two unique classes in addition to others)
These are just two unique classes that could complement other intended classes in the game.
-Business Professional (Story driven/easy mode) This class furthers the game and story by building a financial empire to sway Dark City politics in a fashion that accomplishes the overall intended goal of the game. Gameplay will be a result of planning and negotiations, as well as the acquisition of capital and resources. Gameplay may consist of strapping into a chair connected to a surrogate (cyborg) machine to complete the “dirty work”. Think of the Bruce Willis movie aptly titled "Surrogates". If you have not seen this movie yet, I suggest you do. The movie is not bad, and it does raise relevant questions.
http://www.youtube.com/watch?v=UGwQ74cH5O0 Although I suggest this may be an easy mode, alternatively it can be just as hard as any mode. What I mean is that by connecting to this surrogate modified person, you can control or play the game just the same. Easy mode only suggests that most of your work will be through the acquisition of resources, not through heavy combat. Alternatively, your resources can be used to command people you may recruit to do the “dirty work” for you. In essence, it will give you the ability to participate in combat through another person. “What do you mean Big-Tech refuses to invest in my company?” Later that night you pay the CEO a visit in your surrogate body and practice persuasion in a BIG way! One can be a legitimate business-person by day and an extreme negotiator by night.
-Gutter Boss (story driven/easy mode) This class shares a lot in common with the business professional, but your methods are far less savory. Prostitution rings, extreme forms of corruption, drugs, and other less than legal methods of financial gain. Brute force company acquisitions and bribes lead your conquest in the realization of Dark City through your eyes. The use of surrogates can be a choice. “What do you mean Big-Tech refuses to donate to the Tommy Two Toes foundation?” Later that night you give the CEO of Big-Tech a special fundraiser! (wink) One can be bad by day and ever worse by night.
III. Implants
EMP- Your body’s electrical implants shut down. During this shutdown state, your EMP implant emits an electromagnetic pulse that disables other electrical devices within a 10 yard radius. Heavily implanted people may be stunned for up to 20 seconds. Some of your implants may take up to 10 seconds to come back online.
Power Shot- Your power reserves are blasted into your movement systems, causing you to move at an accelerated rate. Although you move very quickly for 10 seconds, your gun accuracy is severely diminished. Melee attacks seem to be a viable option during this phase.
Split Hands- Your hands send out a strong negative and positive charged field into any object. Each hand has a split negative and positive charge that emits from both sides. Any object that is touched by your hand completes the circuit, allowing for a bond. Climb flat walls anyone? Like two magnetic fields meeting within an object.
IV. Quest- As with many things in this world, it is easy to stand back and say “I would do it this way”. In reality I can imagine the challenges developers are faced with when creating a free flowing quest system. This is the part where I would say that I would like a questing based system that allows for users to complete quests/tasks of any kind and at any time throughout the normal progression of the game. Let’s say for example that I would like to create a business relationship with the current “Gutter Boss” of Dark City while simultaneously building my resume for that perfect job at Big-Tech. I want to live a double life where by normal business hours I am Johnny on the spot for a corporation that I wish to someday command, and by night I complete work for my gutter boss in hopes of overthrowing his reign.
These are two equally compelling story lines that will require independent chains of random events. Within each of these quest lines the path changes based on how you handle quests for them in the first place. So we now have two independent quest lines that diverge and intersect at any given time. I can only imagine the complexities of creating a system that allows for the great deal of choices I would like to see. And by choices, I mean meaningful choices that can truly dictate the outcome of the intended goal of CyberPunk 2077. Alternately, some may choose to be an independent agent who steals corporation secrets for money and helps facilitate an uprising of the population to achieve the end goal.
There could be so many ways one can achieve the end goal of the game, and I would like to see the many ways be achievable at any time throughout the game based on how hard you work for one or them all. Additionally I would like to see each path converge and touch on another should you be working many angles.
I can only imagine the sheer amount of quests and thought that it would take to implement such a system, but with the use of surrogates (as mentioned previously) one could essentially live two lives and keep them independent.
V. First or Third person?- This is a tough one for me. I feel a better connection with a first person view, as if I am looking through the eyes of me in the RPG. The Witcher 1&2 did a great job of the 3rd person perspective. I did have a connection with Geralt even though I was not looking through his eyes. I guess I would be happy with both ways. I am also confident that CDPR will execute it well regardless of the perspective.
VI. Atmosphere- Sound… Sound is a key element in my opinion. The background sounds, music, and dialog voices should make the user feel part of the world. Take TW2 for example; with earphones on, I felt a part of the world.
Make it dark and gritty. One should be repulsed enough to have a desire to make a change. Lighting should complement the atmosphere. You know flickering swinging florescent lights in a crusty hallway with peeling paint. Whoa! Is that a bum in the corner?
Flying trash, papers, rolling bottles, and other random things in the world really sell a feeling of being there.
VII. Graphics I would like to ask you to be unreasonable and make a game that will melt the finest silicon conductors. I would like to ask you to force me to get pissed and update my 2year old pc. I would like to ask you to do these things, but it would not satisfy the masses who anticipate CDPR games. So please do the best that you can without singling out people based on systems. As far as console versions… well let’s just hope the new generation Dev kits are in your hands. I’m not a console hater, I just feel that technology has come much further, and developing games to fit the currently dated consoles is a slap in the face. It’s where the money is at though… damn double edge!
In all seriousness, graphics do matter to a lot of people but if you treat it like TW2, I have no fear.
(In all seriousness, just sell the game on an external hard drive packed full of data) If the trend takes off really well, just cut me in on the profits.
VIII. Interactions In a perfect world the user should be able to interact with everyone in some fashion. (just like the real world) Each interaction could be a conversation for data extraction or a sizing up for a proper mugging. You could help that old homeless guy, but for what gain? Now that businessman may yield some proper coin, but he could also provide you with information crucial to your plans. At the very least users should be able to have some interaction with everyone, even if it is a small “hello”.
Look for Part 2