So you're making more Cyberpunk? That's great! Cyberpunk 2077 was pretty good overall, and I enjoyed The Phantom Liberty particularly, but there’s one fundamental issue with Cyberpunk that, if avoided, would have made Cyberpunk one of my favourite titles of all time.
Dear CD Projeckt red, please respect players’ gameplay choices and the way they affect story, dialogue choices and character reactions. If the game gives me the choice to make a character that’s focused on melee combat and stealth, please don’t force a weapon into the character’s hand for the sake of some scripted action scenes! This is incredibly jarring and somewhat defeats the object of giving players this choice in the first place.
Secondly, and this is a big one: If for example I choose to play 100% non lethal (because you’ve made this possible within the game), please respect this decision in the attitudes of other characters and in story consequences. I spent hours making sure that I killed absolutely no one in the lead up to the scene where V speaks to Johnny about his killing thousands of people in the terror attack on Arasaka tower, and Johnny replies with something like: “You’ve killed people aplenty”. Not only is this incredibly jarring, it completely ignores and disrespects the way I have chosen to play the game. I chose to play it this way because the game allowed me to and yet the consequences just aren't present in the narrative.
Finally, we need to talk about ludonarrative dissonance. Please be better at avoiding this. Please think about the emotional flow of the game and how certain back to back gameplay incidents affect this. A couple of examples: V has just refused to kill for Claire Russell, and Claire is understandably upset by this. There is a break in the mission after this point where the player can visit the Afterlife… except at The Afterlife, Claire is her normal default self and does not acknowledge what has just happened. Where is the consistency, where is the emotional flow?
Another example: After the assortment of scenes where V discovers Johnny in her head, the player is finally set free and able to go back out into the world. One of the first missions available is the one where the Delamain cab crashes into V’s car. Now at this point, at least in the player’s mind, V is not cool with Johnny, they have not made amends yet, but in this mission V speaks to Johnny like they are already chooms. Again, where is the emotional flow and consistency between these missions?
I already like your game but I wanted to love it. Giving attention to these sorts of things would make it all the more immersive.
@Draconifors, @Riven-Twain, @SigilFey, @devivre or @Sunsibar
Dear CD Projeckt red, please respect players’ gameplay choices and the way they affect story, dialogue choices and character reactions. If the game gives me the choice to make a character that’s focused on melee combat and stealth, please don’t force a weapon into the character’s hand for the sake of some scripted action scenes! This is incredibly jarring and somewhat defeats the object of giving players this choice in the first place.
Secondly, and this is a big one: If for example I choose to play 100% non lethal (because you’ve made this possible within the game), please respect this decision in the attitudes of other characters and in story consequences. I spent hours making sure that I killed absolutely no one in the lead up to the scene where V speaks to Johnny about his killing thousands of people in the terror attack on Arasaka tower, and Johnny replies with something like: “You’ve killed people aplenty”. Not only is this incredibly jarring, it completely ignores and disrespects the way I have chosen to play the game. I chose to play it this way because the game allowed me to and yet the consequences just aren't present in the narrative.
Finally, we need to talk about ludonarrative dissonance. Please be better at avoiding this. Please think about the emotional flow of the game and how certain back to back gameplay incidents affect this. A couple of examples: V has just refused to kill for Claire Russell, and Claire is understandably upset by this. There is a break in the mission after this point where the player can visit the Afterlife… except at The Afterlife, Claire is her normal default self and does not acknowledge what has just happened. Where is the consistency, where is the emotional flow?
Another example: After the assortment of scenes where V discovers Johnny in her head, the player is finally set free and able to go back out into the world. One of the first missions available is the one where the Delamain cab crashes into V’s car. Now at this point, at least in the player’s mind, V is not cool with Johnny, they have not made amends yet, but in this mission V speaks to Johnny like they are already chooms. Again, where is the emotional flow and consistency between these missions?
I already like your game but I wanted to love it. Giving attention to these sorts of things would make it all the more immersive.
@Draconifors, @Riven-Twain, @SigilFey, @devivre or @Sunsibar