The DLC will obviously end up being a completely different character or a prequel.
With the same outcome. You die in 6 months.
And since they made the endings both wildly divergent and final in outcome, how can you even have a post-game DLC to elaborate? How are you gonna walk back the suicide ending, or having soulkiller used on you by Arasaka to store your engram in their database? Maybe Takemura will find you a suitable body despite the fact he just told you they didn't have the technology for it? In which case the technology is developed in as short a time span of 6 months.
Let's not even talk if you gave Johnny your body.
In other words, they would have to code the post-game DLC to require that you not choose any of those closed off endings that kill off V 100%. By which point you have problems because you release a product that bars certain users' save files from participating.
This has all been atrociously managed. We're going to be stuck with these garbage Mass Effect 3 style endings on top of getting DLC's that are basically mid-game DLC's that lead to nowhere because the endings will be the same anyways, leaving the feeling of any actions pointless.
With the same outcome. You die in 6 months.
And since they made the endings both wildly divergent and final in outcome, how can you even have a post-game DLC to elaborate? How are you gonna walk back the suicide ending, or having soulkiller used on you by Arasaka to store your engram in their database? Maybe Takemura will find you a suitable body despite the fact he just told you they didn't have the technology for it? In which case the technology is developed in as short a time span of 6 months.
Let's not even talk if you gave Johnny your body.
In other words, they would have to code the post-game DLC to require that you not choose any of those closed off endings that kill off V 100%. By which point you have problems because you release a product that bars certain users' save files from participating.
This has all been atrociously managed. We're going to be stuck with these garbage Mass Effect 3 style endings on top of getting DLC's that are basically mid-game DLC's that lead to nowhere because the endings will be the same anyways, leaving the feeling of any actions pointless.
In other words, they would have to code the post-game DLC to require that you not choose any of those closed off endings that kill off V 100%. By which point you have problems because you release a product that bars certain users' save files from participating.
This has all been atrociously managed. We're going to be stuck with these garbage Mass Effect 3 style endings on top of getting DLC's that are basically mid-game DLC's that lead to nowhere because the endings will be the same anyways, leaving the feeling of any actions pointless.
After reading this thread, I realized that Far Cry 5 is an RPG.
You create your character, customize the appearance. You can upgrade weapons, buy cars.
You can go through missions shooting enemies, you can use stealth, you can use environments and wild animals. You can decide who to kill and who not to kill.
You can do side quests or not.
For completing missions the protagonist gets experience and perks - and not just +5% damage, but new abilities.
You have to complete three storylines to unlock the ending. At the end of the game you choose the ending.
Someone tell Ubisoft that they made an RPG and not a FPS in the open world.
Haven't played 4 and 5, but if they've included dialogue choices and specific builds (so you can't unlock every single ability with one character), then yes, it is indeed an action RPG like Cyberpunk or Mass Effect.Someone tell Ubisoft that they made an RPG and not a FPS in the open world.
You can play the role of Rambo and level up your shooting skills. You can play the role of a spy and complete missions without being noticed. You can play the role of an operative and quietly eliminate enemies.So what different roles do you play in Far Cry 5 if you don't mind me asking?
No, there is no dialogue choices in FC5.Haven't played 4 and 5, but if they've included dialogue choices
You can play the role of Rambo and level up your shooting skills. You can play the role of a spy and complete missions without being noticed. You can play the role of an operative and quietly eliminate enemies.
You can play the role of an animal friend and use them to eliminate enemies.
You can play the role of driver and shoot enemies without leaving a car.
You can play role of pilot and shoot enemies from your helicopter.
If we say that the different gameplay options in Cyberpunk make it a Role Playing Game, then this is also true for Far Cry 5.
You can play the role of Rambo and level up your shooting skills. You can play the role of a spy and complete missions without being noticed. You can play the role of an operative and quietly eliminate enemies.
You can play the role of an animal friend and use them to eliminate enemies.
You can play the role of driver and shoot enemies without leaving a car.
You can play role of pilot and shoot enemies from your helicopter.
If we say that the different gameplay options in Cyberpunk make it a Role Playing Game, then this is also true for Far Cry 5.
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No, there is no dialogue choices in FC5.
But the thing is, I often don't understand why CDPR even made a dialogue system in Cyberpunk if it has almost no effect on anything. Most dialogues have 1 answer choice. If there are 2 choices, they probably mean the same thing.
And I really didn't expect this after The Witcher 3, where dialogues played a big role: choices and consequences were present in even the smallest quests.
It's mostly for flavour, deciding the tone of conversation. It's not that different from TW3, only the last dialogue choice would sometimes lead to a tangibly different outcome. It was still handled better in TW3, you could see the effects of your actions more often, but, in the end CP2077 and TW3 are more similar in this regard than TW3 and TW2. TW2 gave you branching paths, TW3 gave you linear story where you could only affect the ending.But the thing is, I often don't understand why CDPR even made a dialogue system in Cyberpunk if it has almost no effect on anything. Most dialogues have 1 answer choice. If there are 2 choices, they probably mean the same thing.
And I really didn't expect this after The Witcher 3, where dialogues played a big role: choices and consequences were present in even the smallest quests.
It depends on the mission. If the mission involves walking around with NPCs and dialogues, there will be no combat. If the mission involves obtaining an item, the player chooses how to obtain it.But is combat the only option?
But you can't play different roles in Cyberpunk 2077. You are the same V, no matter what you say. You can't even say something wrong in Cyberpunk. For example, in Automatic Love quest you can choose what V think about what happened to Evelyn. Options are "It's cyberpsychosis" or "she was hacked remotely". Try to choose first line and V will say "It looks like cyberpshychosis, but i think she was hacked remotely".Not every dialog option in a an RPG is going to change things, because in an RPG many options are to act out a role, or to gain information.
I can give you example from Witcher 3. When you find Baron's child, you can attack her or not. If you don't attack, you need to help Baron to get back to his castle. If you attack, you will get completley different quest with different characters, different dialgoues and different task.but yes, choices effect side quests, gigs, and main quests, and even the ingame world.
The path to the ending will be different for players, depending on the decisions they make in the storyline of The Witcher 3. In Cyberpunk, the path is the same.TW3 gave you linear story where you could only affect the ending.
It depends on the mission. If the mission involves walking around with NPCs and dialogues, there will be no combat. If the mission involves obtaining an item, the player chooses how to obtain the it.
It depends on the mission. If the mission involves walking around with NPCs and dialogues, there will be no combat. If the mission involves obtaining an item, the player chooses how to obtain the it.
But you can't play different roles in Cyberpunk 2077. You are the same V, no matter what you say. You can't even say something wrong in Cyberpunk. For example, in Automatic Love quest you can choose what V think about what happened to Evelyn. Options are "It's cyberpsychosis" or "she was hacked remotely". Try to choose first line and V will say "It looks like cyberpshychosis, but i think she was hacked remotely".
Why should the player even be given the choice of dialogue at this point? Replace it with a cutscene and nothing will change. By the way, can you give me examples of RPG, where the player would have only 1 choice in most dialogues?
Can you give me examples of dialgoue choices that affect main quests? I can give you example from Witcher 3. When you find Baron's child, you can attack her or not. If you don't attack, you need to help Baron to get back to his castle. If you attack, you will get completley different quest with different characters, different dialgoues and different task.
If you let Keira to meet Radovid, later in the game you will get unique quest about her death with unique dialogues. If you decide to fight her, you will get unique boss fight and she will not save Lambert in another story quest at Kaer Morhen (if your different decisions will lead to Lambert's death), if you convinces her to go to Kaer Morhen, she can save Lambert or just help in Battle.
And all of this in The Witcher 3 depends on your choices in the dialogues.
Can you give me an example of something like that in Cyberpunk story quests? I went through the game twice, specifically chose different lines and didn't see anything like that.
The path to the ending will be different for players, depending on the decisions they make in the storyline of The Witcher 3. In Cyberpunk, the path is the same.
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Not in all missions. Just as not all Cyberpunk missions can be completed by stealth. In The Witcher 3 there is no stealth option at all, but the game is an RPG.I mean the actual mission, does not killing and not being detected count as valid approaches in every mission
If you tell Johnny to fuck off, you're just going to miss the dialogue with him. You can't make Johnny your enemy.The V who says fuck you Johnny, and the v who says we re best friends, isn't the same V.
I found no options in the dialogues to treat Jackie very neutrally or say him to fuck off. All of the V dialogues with him are friendly.V who doesn't care about Jackie isn't the same V.
Yes, it's a great mission with choices and consequences. Every mission in the game (gig, side job) should be like Pickup. That's would be Witcher 3 level of quests.the pickup: decision decides fight maelstrom or fight militech, meredith dies or Gilchrist dies. unlocks different npcs at totentantz
I tried to be rude with Judy, she still offer me her side jobs. So my dialgoues with her in story missions doesn't affect anything. Replace it with cutscenes and nothing will change.Judy friendship convos
This decision has no consequences for the player. Even if you don't side with the Watch, you can still kill Voodooboys. They won't appear in the story any more, no one will avenge them and won't help in future quests if you let them live.voodoo boys, side with netrunners, side with vodoo boys
Be rude to her in story missions and she still offer you a side jobs. So dialogues with her in story missions have no consequenсes. Repalce it with cutscenes and nothing will change.panam friendship
Not in all missions. Just as not all Cyberpunk missions can be completed by stealth. In The Witcher 3 there is no stealth option at all, but the game is an RPG.
most diaglog prompts are not one choice, and the ones that are saying nothing is the other choice.Not in all missions. Just as not all Cyberpunk missions can be completed by stealth. In The Witcher 3 there is no stealth option at all, but the game is an RPG.
If you tell Johnny to fuck off, you're just going to miss the dialogue with him. You can't make Johnny your enemy.
If you skip the dialogue in the game, it doesn't make the character different V. If you turn off the game, it doesn't make the V a character who has given up.
I found no options in the dialogues to treat Jackie very neutrally or say him to fuck off. All of the V dialogues with him are friendly.
Yes, it's a great mission with choices and consequences. Every mission in the game (gig, side job) should be like Pickup. That's would be Witcher 3 level of quests.
I tried to be rude with Judy, she still offer me her side jobs. So my dialgoues with her in story missions doesn't affect anything. Replace it with cutscenes and nothing will change.
This decision has no consequences for the player. Even if you don't side with the Watch, you can still kill Voodooboys. They won't appear in the story any more, no one will avenge them and won't help in future quests if you let them live.
Be rude to her in story missions and she still offer you a side jobs. So dialogues with her in story missions have no consequenсes. Repalce it with cutscenes and nothing will change.
And so on. Almost all of the decisions you described only have an effect on the dialogues. Or deprive the player of some content without offering anything in return. By comparison, in The Witcher 3, you don't lose content by making a choice. You get extra content in exchange for other content.
In The Witcher 3, the decision about the Baron's child leads to two different complete quests with different characters, dialogues and cut-scenes.
In Cyberpunk, you may or may not agree to do an extra quest.
I don't understand why you think these are equal examples.
If killing Woodman in the Automatic Love quest led to a new quest with new characters and dialogues to help V find the Fingers Clinic, it could be compared to The Witcher 3.
What is the point of the dialogues with Joshua in the Sinnerman quest? You can't talk him out of his decision. You can't trick Rachel into giving you the money and still continue the quest.
You can't even kill Joshua after you get in the car.
All of your decisions in this quest lead to only one phone conversation at the end.
By the way, I still hope that you can name another RPG besides Cyberpunk, where most of the dialogues have only 1 dialogue choice.