Suhiira;n7398470 said:Unfortunately "Open World" is almost always synonymous "Repetitive Quantity" not "Interesting Quality".
cyberpunkforever;n7368770 said:with tw3 they did a great job regarding a living open wolrd, to me it's the most believable "breathing and living "open world in video games, and i've played gtav and watch dogs , if the devs follow the same path as tw3 to create cp2007 citiy, i think there si nothing to wory about,
things to improve: no clones please, in tw3 we see two exact same npc's standing right nxt to each other even in cutscenes,
npc's should react to the world itself, to toher npc's, to time of day, weather, and have different activities, and all that must be noticeable
i imagine night city as a combination of gotham city in the game batman arham knight and the "aliveness" of tw3, of course this is futuristic and totally different, but i think the devs know how to do the basics almost perfect,
i agree with most of the points made in this thread, but watch dogs and gtav are not good examples to look up to
the devs can invent, design new things, respecting the lore of the game
Mebrilia;n7489820 said:But indeed in some aspects the game suffers from gamey feel... For example the excessive number of drowners all around....The gamey ? marks ala assasins creed...The not interactive objects.... Is pretty much useless to have a super big open world when your interaction are super limited... Geralt was even unable to sit on a chair...
Suhiira;n7495440 said:Yep ... better to say "Why is this critter here?" then "Here's an open spot let's put a critter in it!".
But that shouldn't be much of an issue in CP2077. Street gangs are EVERYWHERE. As long as the typical gang banger isn't a borg with anti-armor weaponry they should do fine.
True, but how much time do you expect player characters to spend in Beaverville, Corp Center, Etc.?Sardukhar;n7496260 said:As you know, they aren't everywhere. Few if any in Beaverville, none in Corp Center or the Airport and the Harbour proper is a no-go, get-shot zone. So there are gang-free/lite areas.
More significantly, you've reminded me of a good question about ecology: are they going to do gang territory? It's pretty important. You aren't going to see the Juilliards in Slaughterhouse territory unless they are feeling waaay suicide. You'll see Bozos everywhere, though. Blood Razors stick to Combat Zone..
So, gang ecology. Vs Cop and Corp ecology. Is it going to be a thing, I wonder?
Suhiira;n7496360 said:True, but how much time do you expect player characters to spend in Beaverville, Corp Center, Etc.?
Most of the places characters are likely to spent time will have a local gang.
Suhiira;n7496360 said:If your character gains a reputation (i.e. faction) with a given gang it only makes sense you'd probably gain it's allies/enemies.
These are good points, although I do -not- understand why people don't just..turn..off... the POI markers. It's easy.
Suhiira;n7499650 said:Well ... I played W3 in "Story" mode because I totally suck at twitch, I didn't feel gimped at all. Had that mode not existed I wouldn't even have bought or played it at all.
Scottgun;n7502060 said:My point is lots of us have played many of these open world games and it seems every year they get squeezed into a smaller and smaller box as the grip of the apparently inviolable dogmas of player-convenience design gets tighter and tighter around our throats with the result that the games all have a different wrapper but all taste the same. The McD deluxe-cheeseburger era of gaming.
Sardukhar;n7502210 said:I also know a lot of people play videogames just to relax and have a simple fun time and I don't blame them. For them, POI and compass markers and everything else, great idea. For those of us who like a deeper, more immersive role-play, please give us -that- option.
Yeah, I have no problems with POIs that give you the general area you need to be in, the same could be accomplished via a decent map (which some games don't seem to bother with) so it's just an alternative to a map. But when it gives you a specific line to follow to get there, or once you're there showing you exactly where to go then I have issues. But as Sard said, to many games make it effectively essential because it's the only way to find stuff.Sardukhar;n7502210 said:My issue wasn't that POIs can be turned off, it's that you couldn't find your objective in a quest by, you know,listening to people and following directions. You needed Magical GPS marker. Ugh.
I tried turning off the mini-map, ha! If they are going to let me turn it off, then hey, there should be some way to finish the game without it. Nope.
I like to think most of us who played W3 are on the same page about shallow content of quantity not beating deep content but less quantity. I could be wrong.
Scottgun;n7502640 said:How about something more similar to Elder Scrolls/Fallout? That is, POI's are granted via the story or npc encounters and marked on your map so you know where to go but you don't get the silly follow-the-yellow-brick-line above your head and once you get to the location, it's pure exploration from there.