Dear Readers, Community and CDProjekt Team
with this thread I want to share my thoughts and feedback for possible improvements for the final Cyberpunk 2077 game based on the recently reveled gameplay demo from 27th August 2018. YouTube Stream-Link:
This is quite a lot of details which I am providing here, and with that I want to say this isn't just some short common feedback/suggestion, but a closer look at the situation with detailed and realistic considerations to provide a higher game quality.
I'll also create more topics like this to share my feedback in other related content later on.
Introduction:
First of all I'd like to introduce myself while explaining the reason of why I am doing this. For once this part is actually a little longer than what will follow in my future threads, but it's mandatory if you aim to understand my suggestions and feedback at this point.
Just as all of you, I am a gamer too and I enjoy playing videogames alongside with a few other hobbies which I've. Gaming however isn't just a hobby I like, there is a little more behind it.
In fact, my occupation is in the IT, since I work as a network and system administrator - you could almost call it a common combination being a gamer at the same time - but gaming and IT isn't all I do. I also follow and investigate in entertainment software development politics and marketing, as how these are affecting products such as videogames we get nowadays.
Of course everyone may have different opinions and sights regarding this matter, depending on their very own knowing and investigations etc. you don't need to agree with me if you share another opinion. That said, what I am providing here is only based on my very own experiences. I care about it, because it is my interest to enjoy more quality games instead of games created for mere profit purposes which we may not be able to enjoy in the future anymore.
Long story short, at this point I am talking about something which you might have heard before already: "Quantity not Quality".
Now this phrase is something very far-reaching and it could mean all sorts of things to you. But there is quite the deep detail beneath it.
It includes stuff like poor system optimizations, game changes to accommodate Microtransactions and DLCs, bad Multi-Platform ports, poor content for delivering fast content, abuse of reputation for sequels, consciously spreading false information in news to hide true intentions (social manipulation), forced implementations of third-party software etc. etc. which is all being done and executed to maximize profit by many publishers and developers for a long time already.
Now some people may think that this sounds quite far-fetched, but I am telling you, it's not. It is a key element which is currently driving the whole entertainment market, and I am sure even CD Projekt has its own professionals who are very well aware of this.
That said, the reason why I want to share my feedback here is, because CD Projekt - with all these issues going on currently - is still keeping in touch with their ideals and therefore they're kind of revolutionising the Videogaming-Industry, by standing for their ideals and keeping promises not just by words but also by executing these. For that you gained my very respects and I hope that you'll never leave this road.
And I just very much like this game and you guys are listening to your customers, so why not sharing my thoughts?
Feedback - Menu & Screen Real Estate:
Cyberpunk 2077 is being developed for PC, Xbox and PlayStation and with that the so called "Screen Real Estate" will play a critical role for the PC version of the game.
A lot of companies who provide titles available for consoles and PC, simply port the console version to the PC version without making any considerable optimisations, especially in regards of the menu & screen real estate debate. Things remain optimised for the use of a game-pad, making lots potential a keyboard and a mouse could provide remains merely wasted.
The bad (examples):
- Scrolling in menus is poison for PC games (TES4 Oblivion and TES5 Skyrim) - please don't do that, it's a pain in the ***.
- 70-80% of the screen used for showing useless item visuals and/or the character (again TES5 Skyrim)
- The need of going through lots of other menus first, just in order to access the inventory menu - wtf (Far Cry 4)
- Selections with invisible options which appear only during selected items are horrible (Final Fantasy 15 and almost all other Square Enix Games).
The good (examples):
- Dropdown-Menus are quite neat (Starcraft).
- GRID-Systems with weight and item size difficulties are top-notch platin-value (S.T.A.L.K.E.R.).
- Making full use of the screen-size for the actual needs and giving the option to resize single menu parts is mere heaven for a PC gamer (TES3 Morrowind).
They're not perfect but they at least do try to make full use of PC control capabilities, which you cannot say about many other games out there.
As much as I liked The Witcher 3, unfortunately the menu screens weren't the best thing I've seen in games. The inventory menu was quite nice with its GRID-System, but a bunch of other menus wasn't such as settings menus which could have been improved with dropdown menus to view all options among a specific setting, instead of dot-based selections.
With the first demo reveal, we haven't seen much of the menus in Cyberpunk 2077, however it's still worth the talk in order to consider optimisations for this part early enough to make potential changes to improve controls quality on the PC version of the game.
Let's take a first look to the Character Creation Screen:
The left screen side is pretty much required to view the changes done on the character face. So it's just natural that half of the screen must be used to view the character. However, it was unapparent if you have the option to rotate the character preset preview. Perhaps this might be an feature to be implemented, if it isn't yet that is.
The selection method on the right side options such as the Eyes is something rare and I kind of like it. However it looks like it limits the options given, in this case it offers only 10 options each for Eyes, Nose, Mouth etc.
I think this can be improved too, or else it'll be difficult to provide more character customization options in the future.
Let's say all the options are already concluded and there isn't anything more to be added at that point. How sure can you be about that? Maybe you'll get a new ideas to add in a future patch, after the game launched? Let's just face it, we never know what great ideas we may implement with later patches, as human creativity has no end either.
Inventory:
My favorite part. I wished you would have shown a little more here. I am very well aware about the design of the inventory menu which also must suite to the world of Cyberpunk in general, yet there is still a few undisclosed issues here.
Hovering the cursor over the equipped items will show a tooltip of the item stats and the option to swap them from the slots with other weapons/gear which is quite a nice thing. I guess that the gear parts on the character preview are handled the same way. Also the character isn't taking too much of the space and is showing a preview of everything he/she has equipped, just like in The Witcher 3.
Other than that it looks a little bit wasted though, as most of the screen remain unused when not hovering over the items. At this point I could say: free real estate. Maybe there is a better way to optimise this?
However, we can see on the top of the Equip-Part, there is also the selection for "Backpack", which is probably a GRID-Based inventory for all other items the character is able to carry during the journey. Perhaps even similar to the one of The Witcher 3. Yet, I'd personally still prefer something similar, but a lot more improved version of the backpack from the game series S.T.A.L.K.E.R.
Car Interior:
While driving the car and using the First-Person-Perspective, there are a bunch of controls of the cockpit of the car. I am not sure of how much interaction options it has included at this point, however just having them there for visuals would be a waste.
Make them also be parts the character will interact with when driving the car.
As we can see there are red buttons on the top screen. I am not certain for what they're used for but I could imagine some possibilities:
Boosting the car speed using nitro or similar things (Like Need For Speed Underground), to temporary boost the speed of the car. With that for example the character could use his/her right or left hand to interact with these buttons on the top.
I hope I could give you a good share of my thoughts about the demo and in regards of the menu and screen real estate. I am sure that CD Projekt have considered in this matter already, yet giving this feedback may extend the ideas and result for even better decisions.
Thanks for reading! Feel free to share your own thoughts and suggestions about the topic here as well.
with this thread I want to share my thoughts and feedback for possible improvements for the final Cyberpunk 2077 game based on the recently reveled gameplay demo from 27th August 2018. YouTube Stream-Link:
https://youtu.be/vjF9GgrY9c0
This is quite a lot of details which I am providing here, and with that I want to say this isn't just some short common feedback/suggestion, but a closer look at the situation with detailed and realistic considerations to provide a higher game quality.
I'll also create more topics like this to share my feedback in other related content later on.
Introduction:
First of all I'd like to introduce myself while explaining the reason of why I am doing this. For once this part is actually a little longer than what will follow in my future threads, but it's mandatory if you aim to understand my suggestions and feedback at this point.
Just as all of you, I am a gamer too and I enjoy playing videogames alongside with a few other hobbies which I've. Gaming however isn't just a hobby I like, there is a little more behind it.
In fact, my occupation is in the IT, since I work as a network and system administrator - you could almost call it a common combination being a gamer at the same time - but gaming and IT isn't all I do. I also follow and investigate in entertainment software development politics and marketing, as how these are affecting products such as videogames we get nowadays.
Of course everyone may have different opinions and sights regarding this matter, depending on their very own knowing and investigations etc. you don't need to agree with me if you share another opinion. That said, what I am providing here is only based on my very own experiences. I care about it, because it is my interest to enjoy more quality games instead of games created for mere profit purposes which we may not be able to enjoy in the future anymore.
Long story short, at this point I am talking about something which you might have heard before already: "Quantity not Quality".
Now this phrase is something very far-reaching and it could mean all sorts of things to you. But there is quite the deep detail beneath it.
It includes stuff like poor system optimizations, game changes to accommodate Microtransactions and DLCs, bad Multi-Platform ports, poor content for delivering fast content, abuse of reputation for sequels, consciously spreading false information in news to hide true intentions (social manipulation), forced implementations of third-party software etc. etc. which is all being done and executed to maximize profit by many publishers and developers for a long time already.
Now some people may think that this sounds quite far-fetched, but I am telling you, it's not. It is a key element which is currently driving the whole entertainment market, and I am sure even CD Projekt has its own professionals who are very well aware of this.
That said, the reason why I want to share my feedback here is, because CD Projekt - with all these issues going on currently - is still keeping in touch with their ideals and therefore they're kind of revolutionising the Videogaming-Industry, by standing for their ideals and keeping promises not just by words but also by executing these. For that you gained my very respects and I hope that you'll never leave this road.
And I just very much like this game and you guys are listening to your customers, so why not sharing my thoughts?
Feedback - Menu & Screen Real Estate:
Cyberpunk 2077 is being developed for PC, Xbox and PlayStation and with that the so called "Screen Real Estate" will play a critical role for the PC version of the game.
A lot of companies who provide titles available for consoles and PC, simply port the console version to the PC version without making any considerable optimisations, especially in regards of the menu & screen real estate debate. Things remain optimised for the use of a game-pad, making lots potential a keyboard and a mouse could provide remains merely wasted.
The bad (examples):
- Scrolling in menus is poison for PC games (TES4 Oblivion and TES5 Skyrim) - please don't do that, it's a pain in the ***.
- 70-80% of the screen used for showing useless item visuals and/or the character (again TES5 Skyrim)
- The need of going through lots of other menus first, just in order to access the inventory menu - wtf (Far Cry 4)
- Selections with invisible options which appear only during selected items are horrible (Final Fantasy 15 and almost all other Square Enix Games).
The good (examples):
- Dropdown-Menus are quite neat (Starcraft).
- GRID-Systems with weight and item size difficulties are top-notch platin-value (S.T.A.L.K.E.R.).
- Making full use of the screen-size for the actual needs and giving the option to resize single menu parts is mere heaven for a PC gamer (TES3 Morrowind).
They're not perfect but they at least do try to make full use of PC control capabilities, which you cannot say about many other games out there.
As much as I liked The Witcher 3, unfortunately the menu screens weren't the best thing I've seen in games. The inventory menu was quite nice with its GRID-System, but a bunch of other menus wasn't such as settings menus which could have been improved with dropdown menus to view all options among a specific setting, instead of dot-based selections.
With the first demo reveal, we haven't seen much of the menus in Cyberpunk 2077, however it's still worth the talk in order to consider optimisations for this part early enough to make potential changes to improve controls quality on the PC version of the game.
Let's take a first look to the Character Creation Screen:
The selection method on the right side options such as the Eyes is something rare and I kind of like it. However it looks like it limits the options given, in this case it offers only 10 options each for Eyes, Nose, Mouth etc.
I think this can be improved too, or else it'll be difficult to provide more character customization options in the future.
Let's say all the options are already concluded and there isn't anything more to be added at that point. How sure can you be about that? Maybe you'll get a new ideas to add in a future patch, after the game launched? Let's just face it, we never know what great ideas we may implement with later patches, as human creativity has no end either.
Inventory:
My favorite part. I wished you would have shown a little more here. I am very well aware about the design of the inventory menu which also must suite to the world of Cyberpunk in general, yet there is still a few undisclosed issues here.
Other than that it looks a little bit wasted though, as most of the screen remain unused when not hovering over the items. At this point I could say: free real estate. Maybe there is a better way to optimise this?
However, we can see on the top of the Equip-Part, there is also the selection for "Backpack", which is probably a GRID-Based inventory for all other items the character is able to carry during the journey. Perhaps even similar to the one of The Witcher 3. Yet, I'd personally still prefer something similar, but a lot more improved version of the backpack from the game series S.T.A.L.K.E.R.
Car Interior:
While driving the car and using the First-Person-Perspective, there are a bunch of controls of the cockpit of the car. I am not sure of how much interaction options it has included at this point, however just having them there for visuals would be a waste.
Make them also be parts the character will interact with when driving the car.
Boosting the car speed using nitro or similar things (Like Need For Speed Underground), to temporary boost the speed of the car. With that for example the character could use his/her right or left hand to interact with these buttons on the top.
I hope I could give you a good share of my thoughts about the demo and in regards of the menu and screen real estate. I am sure that CD Projekt have considered in this matter already, yet giving this feedback may extend the ideas and result for even better decisions.
Thanks for reading! Feel free to share your own thoughts and suggestions about the topic here as well.