Existing assets repurposed as garbage. Looting isn't fun in the world, but there are many containers there. So the game is to increase the amount of containers, but without relying on a icon to display loot. Making looting in the game a part of the game which is enhanced. To keep the player's attention. We actually do this very well. Without knowing which of many different types of container, and no indication that it is loot; simply playing the game we learn which containers can be looted or not. Because we have to look for them, this keeps our attention, so it's a active process.
The loot in CP77 right now is fine. But it is a bit scarce. I walk out of my way, and it's just junk. But only one piece most of the time. A easy way to increase that is to take existing props or junk, and turn it into actual useless garbage. This means the player has to actually sift through it to find what is good, which combined with the drastic increase in the types of containers; by making anything static or with physics in the game which would normally contain something in the real world; to follow that up by turning everything into a container, filling it with garbage, and then placing collectables inside that as well.
Ideally, the game is broken up into it's activities, and the loot game such as it is; constitutes a significant portion of the game itself. While we are looting we are playing the loot game. Enhancing that part of the game thus enhances a large portion of the game, but the trick is to keep the player active in that. Modern games make it super easy and fast to loot, but this it counterproductive to that portion of the game. Because it's so easy, and fast; the player isn't paying attention. They tune out. Providing containers which have animations on them or even mini-games associated with them, i.e. digging through a bunch of junk in a container to find the good stuff.
Junk in the game is already highly collectable, but what we lack is a 3D preview of those actual art assets. Doesn't exist. It's a 2D image with a name. The red descriptions of items are great, but the text is small; while all the other information displayed makes it difficult to read the most important part, the red description. If not 3D images, larger text for the description. Click or press this to read further info, which then makes the red description of items the center piece (which is the most enjoyable part right now). Then make the 2D image of the junk, garbage, or collectables larger so that we may enjoy it more.
Also the place where the player character lives should be allowed to be changed from messy or neat, or just full of junk everywhere; a disaster zone. We should have to pay rent, utilities, and any other bills. Anything that costs money makes it more easy to connect with the part of CP77 where we need to do things to make money. That part of the game is working very well. Need more things to buy or have to pay for. Perhaps even a place to live that will naturally get messy over time, and then we need to perform some actions there which have the animations play out to clean it up; that then gives the player character a bonus or some reward for performing non-violent actions in the game for entertainment.
Playing in, and interacting with the game world is the easy way into Roleplay. Though we focus more on situational roleplay or as 3rd party in conjunction with the player character. Most of this right now is left entirely up to the imagination. But inside that we find our great ideas to test for fun activities which more often than not are better suited to water down the violent nature of the games. We make games that you can only do violent things in. The non-violent activities are ignored, because someone assumed that wouldn't be fun and/or entertaining. However, most people are looking for anything to justify these violent actions; anything other than the reality that we as a people play murder simulators while glorifying violence; as though it's a game to do that. It's never a bad time to begin thinking of interactive entertainment with your imagination set along side abstract tests in the darkness to find fun activities we can pull out from that to potentially develop into interactive activities for the players.
You have to walk a few city blocks to the laundry mat to wash your clothing. You didn't take a bath, so now your character is covered with dirt. There is VFX floating above your character indicating just how bad they stink because they refuse to take a shower or change clothing. Provide benefits to clean or dirty, and then provide different drawbacks for both. Make the player decide, by having them chose between a buff with a debuff and another buff which has a different debuff. Make the player chose anything. The food & drink in CP77 all does the same thing, and it's not even being used. The red descriptions on food & drink are great, but it would be enhanced by having different effects on the player. If they keep eating the same thing, then they'll not be to happy about it. Not to healthy either. It could be like that or just basic effects that are different across the food & drink which also enhance the red description.
A table to place all your ammunition on, and your firearms; so that you can load them up to get ready to go outside. Even just a place to put all the ammo which once we pick up the ammo; then we can hit reload to load the firearm with ammunition. This is commonplace with firearms operation & safety. While we wait for these game development studios to actually implement proper firearm safety into the next game so less people will die in the real world from HAVING NOT LEARNED FIREARM SAFETY! No studio has even tried that, and the reality is that all the players want that. They want to work all the levers, bolt, magazine, and adjustments on the firearm. Reload in Gears of War was made into a mini game, if they press reload a second time at the right time, it then reloads faster, and in combat that just woke the player up from being bored because the game is so easy to work, and works so fast; it's automatic, requires no effort or work. I'm not saying simulate that, but at least put in a arcade version of that which is fun to use that then can enhance the combat in the game.
Target practice, is 6 or more targets set on different sides of the road going off into the distance. The player switches between the targets to be able to aim quickly at targets in 1st or 3rd person. We have to adjust the sensitivity of the mouse or controller analogs to actually be able to do this. Pay a fee for ammo, and go in there just to shoot for sport. While we have many different types of target practice, there are none that really work better than just having 6 or more targets on both sides of the road which extend into the distance, as we swap between targets and move around practicing that while adjusting our controls. Do you not get that it's important that everybody can adjust their controls/settings to be able to play the game? It's incredibly important. And here while mostly CP77 is locked into entering into combat situations to fire ammunition for practice, because we're always running out of ammunition.
Pick any one of the activities in CP77, and make it so that we can do that more than one time. It's so dreadful knowing what little fun we have in the game is locked to only ever occurring once. Pretty much all the activities of the pedestrians in the game; we want to also do those. It would be a easy way to place the player character in a scene with a 3rd person camera which has the player character acting out the same things we see the pedestrians acting out.
Stop trying to make the game into what you want it to be all the time. Play the game to find what is inside it that sparks the idea which might lead to improvements to the game that are worth working on; because you already tried it out in the game on the basic level. The only way to find that stuff is to play the game, but don't play the game for what they want you to do. What they put inside the game for you to do. To make up your own fun, and wander for years inside a game looking for the way to play it which was the most fun. What do you feel from this character that they would want to do; what would they not want to do.
Most of our advancements in roleplay more recently center around detaching our self from the character; so that the character may override us. Having given up control to them; in situations where they don't want to do what we want them to do, but which led to interesting situations because it isn't something we would normally do. Normally we would just keep hitting the dopamine/serotonin kicks in our brain's reward center. That's fine, but there should be something else to go with that, no? Something no other game development studio has ever done before because they lack the ability to play the fool. To break taboo in order that they become what they actually are. The fool. The play of entertainment to the king, the fool has to do all kinds of silly, foolish things, but here realizing that it is okay to play that because it is what we are. Setting it up knowing that it's okay for players to enjoy playing video games.
There are very specific reasons why a player chose one lifepath or another. Corpos want to play a corporate business game while in the lap of luxury while playing out a career inside this fictional universe. Best I could tell at least. I'm a Nomad. Nomads want to roam the desert in packs. Just to go driving for many many kilometers. Larger than CDPR's ability to produce a world map. We want a map that big. Make a giant wall around Night City, and then let us go explore outside the wall. Street Kid, I don't rightly know. In fact I'm not sure why anyone picks one Lifepath or the other, but this is something CDPR should know precisely. Because it's the only way to be able to provide activities to that specific person that you already know picked this or that Lifepath. So the question is what do these players want to do as part of their Lifepath which is unique to their choice. I believe many were disappointed by Lifepaths because it didn't include a unique part. I thought it was cool, and fine just how it is. But perhaps people wanted activities related to that Lifepath choice which made them feel unique. I'm really not sure about that part. I haven't even thought about it.
Going to the grocery store to buy amounts of groceries for the home would be nice. Then teach people how to cook by allowing use to prepare food. The storage of food. The enjoyment of food & drink. It's part of life, and pretty much all parts of life is what we create as mods on PC to put inside video games. It doesn't always work out, but we always play them to find out what the best way it could work or not. And if what we have made is good enough to keep working on in order to perfect it. Not at industry speed. At our own pace while we play the game. This is essential. CDPR doesn't have the ability to do that, but CDPR does have the ability to feed off the mod developers. To enhance and educate while also being enhanced and educated. We're always 4 years behind the studio, but we are all working towards the same goal. To enhance peoples life by providing interactive entertainment. Have a weekend to make some mods, see if any of it is worth working on further? Play the game, and write down all your ideas.
Smellivison is just making it so the player can tell what the area smells like. It could be VFX or just text in a window that says it smells like this. It's environmental enhancement, and that is the essence of immersion. What it feels like inside the game for the player character. The reminder to the player that the player character is still human. Any way that the camera or we are brought closer to the character; helps us maintain that character. We lose that, and can't play anymore. Think of it like the camera is far away from our character, and we have lost touch with that character because we are no longer close to them. Then the act of bringing the camera closer, but bringing the player closer to the player character while also humanizing the player character.
If the pedestrian or actor says something to the player character, and then the player character says something back. Then one or the other ends the conversation or they both just keep talking while refusing to not be the last person that spoke. This happening regularly in the general encounters with other actors, not in quests or stories, but just in gameplay. Another example would be Combat Chatter. The NPC says "I'm going to kill you!" which the player character automatically says "Go ahead and try you gonky gonk mofo!" you see? This is interaction between the player character and other actors in the game that we set up to happen regularly. Perhaps there is choice in that for how the player wants the PC to be, maybe it's controlled by the mood of the player character which is out of the player's control, but is determined by how the player uses or neglects the character, and such.
The weather and climate in the game should change at least once per day among around 100 different types of weather and climate. I know this because that is exactly what we do when we make a weather/climate mod. And actually this kind of thing is very progressive. CDPR is more than welcome to innovate weather/climate. Though admittedly, the thought of this gives me Death Valley goose bumps and exploring Judge Dredd over the wall near L.A. which if you didn't know is right next to Death Valley and the Mojave dessert. Las Vegas as well. Ouuuuuu. Can't lose with any of that. We love that stuff.
RP notation is a lost art. Simple text messages to the player that let them know RPG elements that were introduced to the game. We forget that it can just be simple text that accomplishes this, and it does so very well. But because we work with modern games we forget that is how a story is told. If you want the player to feel something; tell them. Describe it.
Employment is making jobs that the player can take to make money which are outside the combat part of the game, because mostly that is forced. There is nothing to make that a choice to actually enter into combat, the player is forced too. While that is part of CP, at the same time the city works because there are jobs to do, and many players would like there to be any choice even if they always pick combat. But with combat being forced it takes almost all of the reason to do so out of the equation, and instead it's been made meaningless because the player didn't have a choice at all. The whole thing was forced, and contrived because of that which means the whole point is lost. Because of this there is no reason to actually do any of that. Why choose to put the player or player character in that situation when there is no choice or even the illusion of choice? We have to read the Cyberpunk 2020 sourcebook to even get a basic idea of why before it can be done in anything other than mindless hedonism. It's dumb. And yet it takes only a few months for us to make a few activities that can be done to earn money in the game which isn't tied to combat.
If we can't sit down to eat a meal with another actor; what's the point of making games in 2021? Why can't we smoke cigarettes, and take drugs. A life of crime. Where are the pretty pink pom poms that girls can put on their hands to go punch people with? Bom Bom, Bom Bom... LOL Like I would know. CDPR made a 60 month game development cycle fit inside 30 months. Now what, make another 30 months of game development in 12 months? Actually I don't care. I still play v1.12 because that's when the game was stable enough to play it for 4-8 hours. Not that there isn't tons of problems. If you ask me CP77 is dead on arrival. It isn't worth working on. Isn't worth finishing. Never mind that it can't be finished or even fixed. CP77 is a forgone conclusion. Nobody cares about CP77.
We enjoy playing CP77, and every time I launch the game I doubt myself for continuing to play this half-built, half-baked, rushed game that is 99% problems & only 1% game. It's neurotic to even have this game installed on my brand new computer I built last year to play PC games on. I played 160 hours, and only 10 were finishing Act 1. I stopped playing the game after that because we made up our own game with mods. Despite having so much to look forward to in CP77, I doubt I will even be still with this game for the rest of today. This is every day. Instead of a full game, instead of a good game, CP77 isn't even a okay game. It's not even good enough to play the game for what it is because of the 75% of the game that was cut, and all that which we wanted to play removed from the game.
CP77 is a unmitigated disaster. It's damn frustrating trying to overcome that just to play the game that was made; because it's so very different than what we were told and shown that the game would be. Playing CP77 isn't anything like that. Playing CP77 isn't a good thing. That's a shame. I hope CDPR can recover while continuing to make games that quite possibly barely generate enough profit to pay for the cost of development. You don't get it. Our loss is CDPR's profit. [...] It is impossible to reconcile that, to obtain remediation and recovery from that. I would settle for feeling not bad; or at least good enough that I would be able to continue playing CP77 past Act 1 instead of relying only on emergent gameplay and mods to provide my CP77 experience.
Find new customers.
Find new investors.
Make new games.
Good Luck.
The loot in CP77 right now is fine. But it is a bit scarce. I walk out of my way, and it's just junk. But only one piece most of the time. A easy way to increase that is to take existing props or junk, and turn it into actual useless garbage. This means the player has to actually sift through it to find what is good, which combined with the drastic increase in the types of containers; by making anything static or with physics in the game which would normally contain something in the real world; to follow that up by turning everything into a container, filling it with garbage, and then placing collectables inside that as well.
Ideally, the game is broken up into it's activities, and the loot game such as it is; constitutes a significant portion of the game itself. While we are looting we are playing the loot game. Enhancing that part of the game thus enhances a large portion of the game, but the trick is to keep the player active in that. Modern games make it super easy and fast to loot, but this it counterproductive to that portion of the game. Because it's so easy, and fast; the player isn't paying attention. They tune out. Providing containers which have animations on them or even mini-games associated with them, i.e. digging through a bunch of junk in a container to find the good stuff.
Junk in the game is already highly collectable, but what we lack is a 3D preview of those actual art assets. Doesn't exist. It's a 2D image with a name. The red descriptions of items are great, but the text is small; while all the other information displayed makes it difficult to read the most important part, the red description. If not 3D images, larger text for the description. Click or press this to read further info, which then makes the red description of items the center piece (which is the most enjoyable part right now). Then make the 2D image of the junk, garbage, or collectables larger so that we may enjoy it more.
Also the place where the player character lives should be allowed to be changed from messy or neat, or just full of junk everywhere; a disaster zone. We should have to pay rent, utilities, and any other bills. Anything that costs money makes it more easy to connect with the part of CP77 where we need to do things to make money. That part of the game is working very well. Need more things to buy or have to pay for. Perhaps even a place to live that will naturally get messy over time, and then we need to perform some actions there which have the animations play out to clean it up; that then gives the player character a bonus or some reward for performing non-violent actions in the game for entertainment.
Playing in, and interacting with the game world is the easy way into Roleplay. Though we focus more on situational roleplay or as 3rd party in conjunction with the player character. Most of this right now is left entirely up to the imagination. But inside that we find our great ideas to test for fun activities which more often than not are better suited to water down the violent nature of the games. We make games that you can only do violent things in. The non-violent activities are ignored, because someone assumed that wouldn't be fun and/or entertaining. However, most people are looking for anything to justify these violent actions; anything other than the reality that we as a people play murder simulators while glorifying violence; as though it's a game to do that. It's never a bad time to begin thinking of interactive entertainment with your imagination set along side abstract tests in the darkness to find fun activities we can pull out from that to potentially develop into interactive activities for the players.
You have to walk a few city blocks to the laundry mat to wash your clothing. You didn't take a bath, so now your character is covered with dirt. There is VFX floating above your character indicating just how bad they stink because they refuse to take a shower or change clothing. Provide benefits to clean or dirty, and then provide different drawbacks for both. Make the player decide, by having them chose between a buff with a debuff and another buff which has a different debuff. Make the player chose anything. The food & drink in CP77 all does the same thing, and it's not even being used. The red descriptions on food & drink are great, but it would be enhanced by having different effects on the player. If they keep eating the same thing, then they'll not be to happy about it. Not to healthy either. It could be like that or just basic effects that are different across the food & drink which also enhance the red description.
A table to place all your ammunition on, and your firearms; so that you can load them up to get ready to go outside. Even just a place to put all the ammo which once we pick up the ammo; then we can hit reload to load the firearm with ammunition. This is commonplace with firearms operation & safety. While we wait for these game development studios to actually implement proper firearm safety into the next game so less people will die in the real world from HAVING NOT LEARNED FIREARM SAFETY! No studio has even tried that, and the reality is that all the players want that. They want to work all the levers, bolt, magazine, and adjustments on the firearm. Reload in Gears of War was made into a mini game, if they press reload a second time at the right time, it then reloads faster, and in combat that just woke the player up from being bored because the game is so easy to work, and works so fast; it's automatic, requires no effort or work. I'm not saying simulate that, but at least put in a arcade version of that which is fun to use that then can enhance the combat in the game.
Target practice, is 6 or more targets set on different sides of the road going off into the distance. The player switches between the targets to be able to aim quickly at targets in 1st or 3rd person. We have to adjust the sensitivity of the mouse or controller analogs to actually be able to do this. Pay a fee for ammo, and go in there just to shoot for sport. While we have many different types of target practice, there are none that really work better than just having 6 or more targets on both sides of the road which extend into the distance, as we swap between targets and move around practicing that while adjusting our controls. Do you not get that it's important that everybody can adjust their controls/settings to be able to play the game? It's incredibly important. And here while mostly CP77 is locked into entering into combat situations to fire ammunition for practice, because we're always running out of ammunition.
Pick any one of the activities in CP77, and make it so that we can do that more than one time. It's so dreadful knowing what little fun we have in the game is locked to only ever occurring once. Pretty much all the activities of the pedestrians in the game; we want to also do those. It would be a easy way to place the player character in a scene with a 3rd person camera which has the player character acting out the same things we see the pedestrians acting out.
Stop trying to make the game into what you want it to be all the time. Play the game to find what is inside it that sparks the idea which might lead to improvements to the game that are worth working on; because you already tried it out in the game on the basic level. The only way to find that stuff is to play the game, but don't play the game for what they want you to do. What they put inside the game for you to do. To make up your own fun, and wander for years inside a game looking for the way to play it which was the most fun. What do you feel from this character that they would want to do; what would they not want to do.
Most of our advancements in roleplay more recently center around detaching our self from the character; so that the character may override us. Having given up control to them; in situations where they don't want to do what we want them to do, but which led to interesting situations because it isn't something we would normally do. Normally we would just keep hitting the dopamine/serotonin kicks in our brain's reward center. That's fine, but there should be something else to go with that, no? Something no other game development studio has ever done before because they lack the ability to play the fool. To break taboo in order that they become what they actually are. The fool. The play of entertainment to the king, the fool has to do all kinds of silly, foolish things, but here realizing that it is okay to play that because it is what we are. Setting it up knowing that it's okay for players to enjoy playing video games.
There are very specific reasons why a player chose one lifepath or another. Corpos want to play a corporate business game while in the lap of luxury while playing out a career inside this fictional universe. Best I could tell at least. I'm a Nomad. Nomads want to roam the desert in packs. Just to go driving for many many kilometers. Larger than CDPR's ability to produce a world map. We want a map that big. Make a giant wall around Night City, and then let us go explore outside the wall. Street Kid, I don't rightly know. In fact I'm not sure why anyone picks one Lifepath or the other, but this is something CDPR should know precisely. Because it's the only way to be able to provide activities to that specific person that you already know picked this or that Lifepath. So the question is what do these players want to do as part of their Lifepath which is unique to their choice. I believe many were disappointed by Lifepaths because it didn't include a unique part. I thought it was cool, and fine just how it is. But perhaps people wanted activities related to that Lifepath choice which made them feel unique. I'm really not sure about that part. I haven't even thought about it.
Going to the grocery store to buy amounts of groceries for the home would be nice. Then teach people how to cook by allowing use to prepare food. The storage of food. The enjoyment of food & drink. It's part of life, and pretty much all parts of life is what we create as mods on PC to put inside video games. It doesn't always work out, but we always play them to find out what the best way it could work or not. And if what we have made is good enough to keep working on in order to perfect it. Not at industry speed. At our own pace while we play the game. This is essential. CDPR doesn't have the ability to do that, but CDPR does have the ability to feed off the mod developers. To enhance and educate while also being enhanced and educated. We're always 4 years behind the studio, but we are all working towards the same goal. To enhance peoples life by providing interactive entertainment. Have a weekend to make some mods, see if any of it is worth working on further? Play the game, and write down all your ideas.
Smellivison is just making it so the player can tell what the area smells like. It could be VFX or just text in a window that says it smells like this. It's environmental enhancement, and that is the essence of immersion. What it feels like inside the game for the player character. The reminder to the player that the player character is still human. Any way that the camera or we are brought closer to the character; helps us maintain that character. We lose that, and can't play anymore. Think of it like the camera is far away from our character, and we have lost touch with that character because we are no longer close to them. Then the act of bringing the camera closer, but bringing the player closer to the player character while also humanizing the player character.
If the pedestrian or actor says something to the player character, and then the player character says something back. Then one or the other ends the conversation or they both just keep talking while refusing to not be the last person that spoke. This happening regularly in the general encounters with other actors, not in quests or stories, but just in gameplay. Another example would be Combat Chatter. The NPC says "I'm going to kill you!" which the player character automatically says "Go ahead and try you gonky gonk mofo!" you see? This is interaction between the player character and other actors in the game that we set up to happen regularly. Perhaps there is choice in that for how the player wants the PC to be, maybe it's controlled by the mood of the player character which is out of the player's control, but is determined by how the player uses or neglects the character, and such.
The weather and climate in the game should change at least once per day among around 100 different types of weather and climate. I know this because that is exactly what we do when we make a weather/climate mod. And actually this kind of thing is very progressive. CDPR is more than welcome to innovate weather/climate. Though admittedly, the thought of this gives me Death Valley goose bumps and exploring Judge Dredd over the wall near L.A. which if you didn't know is right next to Death Valley and the Mojave dessert. Las Vegas as well. Ouuuuuu. Can't lose with any of that. We love that stuff.
RP notation is a lost art. Simple text messages to the player that let them know RPG elements that were introduced to the game. We forget that it can just be simple text that accomplishes this, and it does so very well. But because we work with modern games we forget that is how a story is told. If you want the player to feel something; tell them. Describe it.
Employment is making jobs that the player can take to make money which are outside the combat part of the game, because mostly that is forced. There is nothing to make that a choice to actually enter into combat, the player is forced too. While that is part of CP, at the same time the city works because there are jobs to do, and many players would like there to be any choice even if they always pick combat. But with combat being forced it takes almost all of the reason to do so out of the equation, and instead it's been made meaningless because the player didn't have a choice at all. The whole thing was forced, and contrived because of that which means the whole point is lost. Because of this there is no reason to actually do any of that. Why choose to put the player or player character in that situation when there is no choice or even the illusion of choice? We have to read the Cyberpunk 2020 sourcebook to even get a basic idea of why before it can be done in anything other than mindless hedonism. It's dumb. And yet it takes only a few months for us to make a few activities that can be done to earn money in the game which isn't tied to combat.
If we can't sit down to eat a meal with another actor; what's the point of making games in 2021? Why can't we smoke cigarettes, and take drugs. A life of crime. Where are the pretty pink pom poms that girls can put on their hands to go punch people with? Bom Bom, Bom Bom... LOL Like I would know. CDPR made a 60 month game development cycle fit inside 30 months. Now what, make another 30 months of game development in 12 months? Actually I don't care. I still play v1.12 because that's when the game was stable enough to play it for 4-8 hours. Not that there isn't tons of problems. If you ask me CP77 is dead on arrival. It isn't worth working on. Isn't worth finishing. Never mind that it can't be finished or even fixed. CP77 is a forgone conclusion. Nobody cares about CP77.
We enjoy playing CP77, and every time I launch the game I doubt myself for continuing to play this half-built, half-baked, rushed game that is 99% problems & only 1% game. It's neurotic to even have this game installed on my brand new computer I built last year to play PC games on. I played 160 hours, and only 10 were finishing Act 1. I stopped playing the game after that because we made up our own game with mods. Despite having so much to look forward to in CP77, I doubt I will even be still with this game for the rest of today. This is every day. Instead of a full game, instead of a good game, CP77 isn't even a okay game. It's not even good enough to play the game for what it is because of the 75% of the game that was cut, and all that which we wanted to play removed from the game.
CP77 is a unmitigated disaster. It's damn frustrating trying to overcome that just to play the game that was made; because it's so very different than what we were told and shown that the game would be. Playing CP77 isn't anything like that. Playing CP77 isn't a good thing. That's a shame. I hope CDPR can recover while continuing to make games that quite possibly barely generate enough profit to pay for the cost of development. You don't get it. Our loss is CDPR's profit. [...] It is impossible to reconcile that, to obtain remediation and recovery from that. I would settle for feeling not bad; or at least good enough that I would be able to continue playing CP77 past Act 1 instead of relying only on emergent gameplay and mods to provide my CP77 experience.
Find new customers.
Find new investors.
Make new games.
Good Luck.
Last edited by a moderator:


