Going back to the list that I originally quoted, I let some stuff slide, so let me fill this in...Sorry, but no. There are dozens of far more complex RPGs than Skyrim or Cyberpunk that are not defined by level of interactivity with the world. What you're describing is Bethesda's style of OW RPG, which Cyberpunk is clearly not. It's not focused on exploration and intercepting random NPC to interrogate them about their jobs and families, but on story, characters, dialogues and quests.
- Story (Branching story lines and different endings are hallmarks of a good interactive story. A story can actually be a contra-indicator of an RPG for a computer game. We are not architects of the story, we are consumers of the story. The more this is true, the less of an RPG it is. As an action adventure story game, CP is better than anything that comes out of Bethesda. As an RPG game, about the same.)
- Character customization (A vague statement. When gamers talk about this, they often talk of options when creating the body of the character. This is relevant only to the visual aspect of the character. Immersion, if you will. This is important for an CRPG, but it is practically meaningless for an RPG, as it is ubiquitous. The stuff that matters, namely the building of skill, capability, and things that define the character, is present in CP. This is very limited. We get to pick attributes and perks, choose outfits, and pick cyberware. This is pretty limited for an RPG, but it is what we get when a computer game calls itself an RPG)
- Open world (This is a requirement for any RPG game, but only if the intent is to stick around. An RPG game can certainly exist that is not open world, but players don't spend lots of time there. If they do, the world has to be interactive, which was the point of my original reply. CP is a game where players are not expected to stick around, but it acts like the developers originally wanted it to be. What we got was an action adventure story game that was originally intended to be an RPG game.)
- Choosing your path (CP does this, but only as part of the story game. There is no RPG choice in this game, outside of the CDPR story. When was the last time V joined Militech as a merc, joined a gang, or became a medic for Trauma Team? V cannot because the path is that V follows the story to one of the endings, and none of the endings do that. By the time I can join some Nomad clan, or one of the supported endings, I am at the end, so who cares? "V's story is done, please be sure to stop by the gift shop on your way out, and thanks for playing! Have a nice day. Please exit the theater
to the right so the next group can enter.") - Variety of combat styles (Nothing to do with an RPG game)
With that aside, the Skyrim comparison is part of the the thread and it seems that CP is going to get compared endlessly to Bethesda games. Skyrim is very linear. Fallout 4 is less linear. Both are open world with endlessly respawning areas and repeating quests. Both have better support for end-game than what CDPR does.
This is not to say that Skyrim and Fallout 4 are the models by which all games should be measured.
Skyrim is a spread out area set in a time with few locks. Night city is a big city. Walk around a city and see how much you can open. I guarantee you Night city has Waaaaay more open doors than Skyrim. An actual unrealistic amount of openable doors. And yeah, developers close doors to guide players away from non existent content. But you are implying its better to have a smaller less realistic city, with less room for growth, just so players don't feel annoyed there's doors they can't open. I mean they could have made night city with the same amount of doors as skyrim, and cut the city to 1/3? the size and had them all open, but thats not really a better experience imo.
Night City is a denser world, and yes, there are probably more unlocked doors. However, there are also a lot more locked doors. There are more doors that cannot be opened than doors that can. By a large degree. Checking doors in this game is largely unrewarding, as they are usually going to be locked. Trying to find the diamond in the rough is spending a lot of time being disappointed. Not exactly an exciting use of time.