And I mentioned Bloodlines on purpose - I'd be fine with an updated version of that as Cyberpunk 2077.
As would I. I think Bloodlines had the right idea for navigating a big city; there hubs could've been a tad bigger, but then, there wasn't much "dead" areas to provide filler trekking through a scene. You could see the city span beyond the ares you were allowed to (supposed to) enter, so it gave the feeling of being somewhere large. Just imagine how it would look like if, in CP2077, there was a vista point at the roof of the tallest building, and you'd get a prerendered panoramic image of the Night City spanning to the horizon in all directions (and without your computers drawdistance muffling the view up); you could see some of the landmarks you could visit in other hubs, some lively flavor in for of....
That'd be cool.
Also why I wouldn't mind CP2077 in First Person - I don't really care -that- much about how I look.
The perspective doesn't really matter "all that" much; I prefer isometric (or even top down) because it usually plays on point'n click basis and gives me a wider view on the scene (I don't know, but I think it can also be easier on the computer because you can't see the horizon). I think
GTA 1/2's perspective could work, Or
Dreamweb's which is a pretty cyberpunky game to begin with.
But as I was about to say when I sidetracked; it is how the perspective is used that matters to me (I'm not very interested in first person shooters anymore, so obviously I push for less conventional solutions); I don't think VtMB or Deus Ex (the original, not Human Revolution) would be all that bad, but what I would really prefer (for FPP) would be a game like
this with beefed up and spiced up everything from graphics to RPG systems to narration to reactivity and interactivity (it was already ahead of it's time back in the 90's -- RPG elements, storytelling, adventure gaming, driving simulation, combat, flight simulation... all in one package, and in first person -- it's a shame nobody has made a sequel, although it probably would end up as an FPS game so from that point of view, no harm done...).
That's not my choise of poison. I've watched videos about people playing with that sort of VR stuff and they look and sound like idiots (while playing; not as persons); it doesn't look or sound fun to me. Get a load of
this guy and his peculiar contraption... :lol:
First off... all this talk about banging and flashing I am starting to wonder if you guys are talking about games or stripclubs or something. XD
Flash:
...and bang.
Anywho... I do have to say though that the people who are making the graphics are rarely the same ones who are making the coding, or the ones who write story or what ever. And as such there is no real conflict between "graphics" vs "gameplay" vs "story" vs etc here.
That's true, but you need to think about how the content is presented (the confines of the engine, budget, voice acting, etc) in the game while you write down your storyline and adapt it to that limited environment. Of course you can do much that way already, but what I was talking about wasn't really just about the storyline, but the overall interactivity of the game.
In Witcher 3, you have these "huge" areas that are said to be several times Skyrim each (how are they filling all that wilderness without it feeling repetitive, cramped or empty, I have no idea) and the city of Novingrad (I think it was called that...) which is supposed to have hundreds of NPC's (was it that much?) going about their business with schedules and all. That's considered an achievement.. and I think it is (if they pull it off properly). But how many of those can you interact with in a way other than random comment at bumbing on; or how much can you interact with the physical city itself? I'm guess not too many by comparison to how many people there are (that's not a problem though). Now, with lesser focus on the visual presentative side... thinking of Wasteland again... you could, in theory, have 10 (or more) Novingrad's where each of the 500/city NPC's has an individual conversation tree, and who could draw their lines from several pools based on their disposition towards the player and the players current stats, or their current mood (based on several factors like what has been going on in the town lately, what's been going on in the dudes job or in his personal life, etc), or the time of day, or all of those. That sort of freedom gives potential for huge room of iterative and reactive storytelling with branches that'd dwarf anything currently on the market or coming - and it likely wouldn't need but a fraction of the discspace (text files aren't all that large, I think) that Witcher 3 will likely take (I'm guessing around 30GB give or take... but that's an uneducated guess).
In theory, of course. I'm not an expert... Why would anyone do something like that, I don't know, but it's the possibilities that are there.