I didn’t; not so surprisingly perhaps.I expected at least one or two mechanics-related questions.
Ehh. I still maintain they haven't gone into detail on so many things, namely game mechanics. If this is all we get till release it's a concern imo.Um ... no?
48 minute demo + 15 minute demo is already more than an hour of gameplay. Even if the game ends up being 100 hours long, that's already 1% of the game shown. Let's leave something to actually play. As long as I see some skill tree stuff and netrunning stuff, I'll be happy.
There is still the better part of a year left before release. The should not have gone for an almost two-year long marketing campaign, but that ship sailed at last year's E3.Ehh. I still maintain they haven't gone into detail on so many things, namely game mechanics. If this is all we get till release it's a concern imo.
Perhaps, but from my limited perspective it seems that by now they can almost relax (don't take this too literal) till release. Due to high demand for the game and their track record I doubt serious issues will arise from this "MO".There is still the better part of a year left before release. The should not have gone for an almost two-year long marketing campaign, but that ship sailed at last year's E3.
Good to hear.https://www.gamesradar.com/cyberpunk-2077-map-size/ Map is a "little bit" smaller in square kilometers than the zones of TW3 together, but obviously includes more vertical space.
For those who don't recall, the size of the maps together in TW3 was around 140 km squared before expansions, and including smaller zones like White Orchard and Kaer Morhen.
Also, in The sheer scale of Night City a few of us took a stab at guessing the size of the the Metro Map of Night City, assuming (1) that the map was to scale and (2) that the distances and speeds in the 2018 demo were accurate. We came out with a guess of roughly 64 km squared (roughly the size of Novigrad + Velen in TW3). Since the guess is based only on the Metro Map, it of course wouldn't include the badlands outside the city.
I forgot to add to my post (feel free to click on the quote for my personal GC demo impressions if you haven't seen them and would like to) that your background plays in nicely into some conversations.-snip-
GC: Since cyberpunk is an established concept there are some obvious sources you must have looked at for inspiration but thinking about it I’ve never seen anything that seems particularly Blade Runner-ery.
MJ: [clearly delighted] No, that’s good! I’m happy you said that! [laughs]
GC: So there’s not some other district that’s more inspired by the film?
GC: The one thing I did think of with Pacifica though was Judge Dredd’s Mega-City One. The comics more than the films, which couldn’t really afford to do it properly. Is that just coincidence because you’re dealing with similar subjects or were you actively looking at other cyberpunk style media?
MJ: Of course, we’ve seen, like, every cyberpunk movie that’s out there.
GC: But there’s not really that many are there?
MJ: There are actually many that have some elements… cyberpunk is about technology and humanity and corporations and there are a lot of stories around that. So we’ve seen lots and we know what’s out there but it was our role to create something unique, because we want you to look at a screenshot and instantly say, ‘Oh, that’s Cyberpunk 2077!’ If you say, ‘Is that Blade Runner?’ then we didn’t do our job. Because we wanted to create something new.
So what we did, is we actually took the timeline between 2020 and 2077 and we really defined what happens in-between and that actually inspired the visual styles of a lot of areas in Night City, in Cyberpunk. And I don’t know if you’ve seen the posters that hang outside? They actually represent the four visual styles that we have in the game. And they are connected to the timeline.
And I’ll give you an example. The first style, we call entropism. This style is the oldest style, it originated in a time when people were really poor and things weren’t going really well. So the design aesthetic from that period is very practical. So the things are very cheaply made. They’re practical, not much decoration and colouring is very subdued. And it really defines that period.
After that things happened and people got more happy. You get the kitsch style and it’s much more colourful and you have rounded corners everywhere. And we use these styles connected to the period they are, and then the events of Cyberpunk that they’re connected to, to build up the city. And for us it’s really important that Night City and the world of Cyberpunk feels like a very realistic place and cities are layered, you know? There’s not just one style.
So we really try to make this history of the visual style, not just for the story, not just for the lore, but also for the architecture and the vehicle design. So when you walk around Night City and you see a car driving around and it’s made of really cheap materials you know it’s a really old car. It’s probably from people who are poor. It’s from that era of time. But if you see a building that’s really pink with rounded corners you know that’s kitsch, so that was built at that period of time.
Well, several other devs have already said there will be blade runner vibes, so which is it? I dunno.https://metro.co.uk/2019/08/23/cyberpunk-2077-gamescom-2019-interview-paint-picture-let-player-interpret-10618408/
A really good interview. Even though I don't find it necessary for all the devs to know so much about aspects of the game they're not directly involved with, I appreciate those who do, like the interviewee, Marthe Jonkers.
My favorite bit:
So far metro has made the best interviews, asking some of the real questions other journalists refuse to make.Side note, that interviewer was quite competent and I appreciate that. They tried several times to get him to elaborate on how or if the player will be impacted by dwindling humanity (NOT necessarily cyberpsychosis, as we know that won't be available for the player), but it was dodged multiple times, and the interviewer eventually gave up.
Aside from replicants, BD is relatively low tech compared to Cyberpunk. I’m suspecting the BD vibes that get unseen but that are still implied to be there, have more to do with themes rather than what’s on the screen.Well, several other devs have already said there will be blade runner vibes, so which is it? I dunno.
Yeah, I was still holding out hope that there'd be some impact, however minor, but this seems about as clear as it will get.So far metro has made the best interviews, asking some of the real questions other journalists refuse to make.
Great that he asked, now it's quite obvious at this point that humanity won't affect the player in any way since they also removed the humanity cost from cyberware.
P.S. the article spoiled what happens in the demo, the game is completely ruined for me now. /s
That modding thing is fantastic news. I always understood that it wasn't a #1 priority, but hearing that it's planned is really encouraging. I hope they manage to stick to that. I of course understand that making good tools (And not mediocre ones) is not easy, and I'm willing to wait.Podcast interview with Pawel Sasko. Starts by going through his history at CDPR, quest design, feel of cyberpunk and noir inspirations. More bits to follow:
Essential NPCs work similarly to how they work in TW3. Characters become essential depending on choices within the story-line. So essential NPCs can become unessential and killable. He used Kiera Metz as an example from TW3 as to how it works.
Techie build is focused on using the Flathead. We can command it and ask it to perform actions for the player. Takedowns, take over devices, dismantle objects and collect parts. The parts collected can be used in crafting. Crafting is not blocked behind Techie build, but access to obtaining parts for crafting is done via different methods. You can use parts to create or upgrade weapons. Flathead is AI controlled, but you issue commands to it.
Other companions do there own thing for the most part, but can be commanded in specific story moments. Companions do have there own builds for how they approach situations.
In conversations, some options are dependent on skills the character has, choices, and lifepaths. So the path a conversation can take is varied based on the build and story of the player. There are times where you can advance the conversation quickly and go through story fast, or you can dig into story a lot and really in depth.
There will definitely be slower paced missions and missions with the noir / hard boiled detective style story. They're are some quest that are built around investigations.
The Kiroshi Optics scanner can work in a functionally similar way to Witcher Senses, where key details can become known to the player that are not apparent to the unenhanced naked eye.
Loot is connected in the game with the story. If you are going through All Foods factory inhabited by Millitech armed Maelstrom, you are able to find artificial meat, Mealstrom gear and Millitech gear there. There is not random loot in places, loot is connected to the place. Also, you can learn something about areas from the gear that is there, especially if you inspect the gear. Also you can get gear as quest rewards. Some quests are even built around trying to get specific items of gear.
Making quests is much more difficult with fluid class system. You have to design levels and quests around the ways that various builds would logically want to approach a situation.
Pawel said he was confident Cyberpunk will release on time. He also mentioned that he was confident TW3 would release in 2014. So being confident does not mean he wont be wrong.
Quests are being QAed and polished currently to check and make sure logical character choices are available to the player. Pawel said that this game should have much more complexity and freedom than TW3 had as far as story and quests are concerned.
Time of day or night can effect encounters player experiences in certain areas. There are certain ways to approach missions that are supposed to be done at certain times. Weather system is based on TW3 system, but with Cyberpunk lens on it. Trying to get variety so that player can see both the sunny California days and rainy cyberpunk inspired nights. Some story beats will have scripted weather events associated with them.
Only have one apartment is again confirmed. At some level, V is always a edgerunner so she will always be connected to the street, but she can become more wealthy in the game depending on choices, quests as well as connections with various NPCs/groups.
Verticality of world greatly impacts level design and quests. Also it is tightly connected to player builds. In multi-story buildings, you can sometimes try and go up to the next level in a building to reach your objective. Some locations however are mostly horizontal. However, you cannot climb buildings using Mantis Blades. You can hang on buildings with them, but not climb them.
You will have to play the game at least a few times to experience all the builds & lifepaths. However, choices and consequences can make it much more complex than that.
Enemies have large amounts of abilities whose archetype are largely based on cyberware. Most enemies are specialized in some way. But just about everything V can do is able to be done by at least some NPCs.
CDPR absolutely wants to include modding later on their roadmap for the game. Game is a great Sandbox for players to use, however, creating modding tools in the Engine is not simple, and they are focused on making the game first. So they can't promise anything, but it is planned.
Different cars and motorcycle have different stats as far as speed, handling, durability. Different vehicles feel different when you drive them. There are some limitations for fast vehicles to make sure they dont outrun how quickly the game world can load in on screens. They want to make sure driving the fastest vehicle at top speed works on minimum spec supported systems.
Braindancing is a very important part of the lore, and is important to some quests of the game and the main storyline. They want to make it interesting, but he can't say more than that.
Pawel wants to make players to think of the game as art. He said that personally he doesn't care about sales, he wants to make the best possible things. He wants people to talk about the game, fight about it, be mad a devs over NPCs who die, overjoyed with who they can make love to. He wants players to experience strong human like emotions. Wants players to learn and see how amazing life can be. Wants players to have perspectives challenged based on the stories and themes that are being presented in the game. He wants people to see that they feel strongly about the quality of the work.
Different locations have there own musical beats that are associated with them, though he explicitly says he cannot say each district has it's own specific theme.
There are lots of factions in the game. Corporations and booster gangs are the two most prevalent types of factions.
There are a "fair deal" but not "massive amount of" underground portions of the map. Sometimes connected to subways, sometimes distinct unique places.
There are consequences to doing things in front of the authorirites of an area. Corporate guards, booster gangs and police will not like actions that are adverse to their power. Night city is a "balkanized" place, where different areas have different powers that be. There are also totally lawless areas like the badlands, where there are very few authorities at all.
Chatting and killing are definitely mapped to different buttons on controller.
Pawel said that he doesn't know how big the game is in square meters, but that it is definitely massive.
Keep in mind I am paraphrasing all of these answers. So apologies if I misheard or got something wrong.