Lately, I've been heavily evaluating the various open worlds I've played and I've been trying to figure out what makes what world good. What can be cut, what should be added. Recently, I ended up playing Shadow of Mordor. Relatively old by now, and not my preferred genre. Now before I get detailed, I'm NOT saying that CDPR should implement the Nemesis system. What I AM saying is that CDPR should put more effort into the late game world rather than be solely focused on replaying from the beginning. Why?! Because after you've played the game several times and have done everything you want to do narratively, Shadow of Mordor did something that Cyberpunk 2077 did not, and that is make the game playable in the late game without having to start a new playthrough.
Realistically, by today's standard, Shadow of Mordor is a demo compared to what people play nowadays. AND, even though it only has one sequel, that sequel did some things amazingly well. From here on out I'll just refer to Shadow of Mordor and Shadow of War as "Mordor", and "War", respectively.
Mordor didn't have a bunch of drops, inventory management, swag, and loadouts. War does, to an extent. My point? by the end of my playthrough, I looked at War and found out that it had JUST ABOUT everything I would have wanted in a sequel. The irony is that the franchise didn't grow like Assassin's Creed, something that it approximates, but technically isn't.
How this relates to CP77? While I wait for another major update and/or Orion, I've been looking at a different game that I love just as much as Cyberpunk 2077, and looking at what can be done as a finisher to the current game, or what can be a big deal for the sequel. My biggest complaint with the game as a full package is that everything in the late game is MOSTLY predictable across playthroughs.
What CP77 does best is for the new players. So much is thrown at a new player in the beginning that it feels like it'll take forever to figure it all out. The initial shock of wonder does a good job for "initiates". However, for the passionate player, once everything becomes familiar, and after a player has tinkered around with several systems and playthroughs, the world just becomes too predictable. What I'm saying in essence is this. Mordor has a MUCH smaller world, but battles happen all across it in unpredictable ways. The attributes of the enemies change, the number of people in the encounters change. While it's true that the encounters in that game are usually relegated to decided locations (something that is also true in CP77) and there are scenario archetypes for conflict, those areas are fully utilized.
For instance, there are several combat locations that completely disappear in CP77 the further you go into the game. I'm not talking about the story related encounters that disappear as you progress, but the predictable "spawn points" of enemies, be that in a single playthrough or multiple playthroughs.
I absolutely LOVE what was done with El Capitan! But I'm usually wondering, why couldn't they do that for more than the occasional random Arasaka, Tiger Claw, and Maelstrom rundown encounters. Even with some of the new additions where certain locations may have a random encounter, they are so rare and few that it seems underutilized.
It boils down to, where are the "Holy Shit!" situations that would seem to be more frequent considering the narrative and lore? It took about 3 years to get them in what's arguably the biggest and best game of the decade. My honest opinion is that world building should be done BEFORE writing the story. And by that, I'm not just referring to the "movie set". I'm talking about encounters and events, put them in first and building a story around it considers the nature of the environment. Simply, it makes it easier to sell the narrative. For instance, if the world was crazy FIRST, when characters in the game say "this world is crazy", it wouldn't be so weird to see the evidence of the characters' perspectives when it's added in 3-4 years after the fact.
Bottom line, I still see so much potential for this game, even before a sequel, the easiest way to convince me that the current game is "finished" is to add variation to the recurrent encounters, make them more frequents, and add like 100 new spawn points into the world (LOL, I'm laughing, but I'm serious).
Realistically, by today's standard, Shadow of Mordor is a demo compared to what people play nowadays. AND, even though it only has one sequel, that sequel did some things amazingly well. From here on out I'll just refer to Shadow of Mordor and Shadow of War as "Mordor", and "War", respectively.
Mordor didn't have a bunch of drops, inventory management, swag, and loadouts. War does, to an extent. My point? by the end of my playthrough, I looked at War and found out that it had JUST ABOUT everything I would have wanted in a sequel. The irony is that the franchise didn't grow like Assassin's Creed, something that it approximates, but technically isn't.
How this relates to CP77? While I wait for another major update and/or Orion, I've been looking at a different game that I love just as much as Cyberpunk 2077, and looking at what can be done as a finisher to the current game, or what can be a big deal for the sequel. My biggest complaint with the game as a full package is that everything in the late game is MOSTLY predictable across playthroughs.
What CP77 does best is for the new players. So much is thrown at a new player in the beginning that it feels like it'll take forever to figure it all out. The initial shock of wonder does a good job for "initiates". However, for the passionate player, once everything becomes familiar, and after a player has tinkered around with several systems and playthroughs, the world just becomes too predictable. What I'm saying in essence is this. Mordor has a MUCH smaller world, but battles happen all across it in unpredictable ways. The attributes of the enemies change, the number of people in the encounters change. While it's true that the encounters in that game are usually relegated to decided locations (something that is also true in CP77) and there are scenario archetypes for conflict, those areas are fully utilized.
For instance, there are several combat locations that completely disappear in CP77 the further you go into the game. I'm not talking about the story related encounters that disappear as you progress, but the predictable "spawn points" of enemies, be that in a single playthrough or multiple playthroughs.
I absolutely LOVE what was done with El Capitan! But I'm usually wondering, why couldn't they do that for more than the occasional random Arasaka, Tiger Claw, and Maelstrom rundown encounters. Even with some of the new additions where certain locations may have a random encounter, they are so rare and few that it seems underutilized.
It boils down to, where are the "Holy Shit!" situations that would seem to be more frequent considering the narrative and lore? It took about 3 years to get them in what's arguably the biggest and best game of the decade. My honest opinion is that world building should be done BEFORE writing the story. And by that, I'm not just referring to the "movie set". I'm talking about encounters and events, put them in first and building a story around it considers the nature of the environment. Simply, it makes it easier to sell the narrative. For instance, if the world was crazy FIRST, when characters in the game say "this world is crazy", it wouldn't be so weird to see the evidence of the characters' perspectives when it's added in 3-4 years after the fact.
Bottom line, I still see so much potential for this game, even before a sequel, the easiest way to convince me that the current game is "finished" is to add variation to the recurrent encounters, make them more frequents, and add like 100 new spawn points into the world (LOL, I'm laughing, but I'm serious).