"DONE WHEN IT'S DONE": Mateusz Kanik, director of CYBERPUNK 2077, talks of the game
Another cool interview...
http://gamestar.ru/english/cyberpunk_2077_interview_eng.html
Did I mention that my brain can't stop bleeding rainbows...?
I lliked specially this:
Mike is our guardian angel and mentor — a vision holder, but not for the game but the universe. Nobody knows the lore more than him. He helps us, because he feels the world and knows hardcore pen-and-paper fans the most. Of course, we are players too and really feel his work. But we have 50 years of history to cover and Mike helps us assess which ideas will fit his setting.
The game mechanics we are creating are as close to the original as possible. Of course not all skills are applicable in a video game or the PC/console audience would find them not amusing. So we are building prototypes that allow us to merge these two worlds. Our aim is to create a system that allows you to have great fun in front of your screen and then that it would allow you to print out a character sheet and play with your friends using pencils and dice.
And this...
t’s too early to talk about the endings. I can promise you that the gameplay will be diversified and will depend and each goal will have its own means. Not only the story will be driven by your decisions, but also how you play the game. Each class will feel different and even while replaying the game with the same character, you’ll find different approaches.
We want to have a completely new level of non-linearity, achieved by combining freedom in playing your own character, free-roaming the environment and also having choices that have real consequences after you make a decision.
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I think the classes in the game should satisfy every Cyberpunk® fan. The abilities which you’ll develop will craft the way you play the game dramatically. Also most skills you can imagine from a game like this are a must.
Another cool interview...
http://gamestar.ru/english/cyberpunk_2077_interview_eng.html
Did I mention that my brain can't stop bleeding rainbows...?
I lliked specially this:
Mike is our guardian angel and mentor — a vision holder, but not for the game but the universe. Nobody knows the lore more than him. He helps us, because he feels the world and knows hardcore pen-and-paper fans the most. Of course, we are players too and really feel his work. But we have 50 years of history to cover and Mike helps us assess which ideas will fit his setting.
The game mechanics we are creating are as close to the original as possible. Of course not all skills are applicable in a video game or the PC/console audience would find them not amusing. So we are building prototypes that allow us to merge these two worlds. Our aim is to create a system that allows you to have great fun in front of your screen and then that it would allow you to print out a character sheet and play with your friends using pencils and dice.
And this...
t’s too early to talk about the endings. I can promise you that the gameplay will be diversified and will depend and each goal will have its own means. Not only the story will be driven by your decisions, but also how you play the game. Each class will feel different and even while replaying the game with the same character, you’ll find different approaches.
We want to have a completely new level of non-linearity, achieved by combining freedom in playing your own character, free-roaming the environment and also having choices that have real consequences after you make a decision.
---------------------------------------------------------------
I think the classes in the game should satisfy every Cyberpunk® fan. The abilities which you’ll develop will craft the way you play the game dramatically. Also most skills you can imagine from a game like this are a must.