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"Sandbox" vs. "RPG": mutually exclusive?

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PafetkBazerka

Rookie
#141
Jan 24, 2013
Sardukhar said:
I'm really interested in how they are going to do open-world and story-driven. Everything like that to date has been pretty weaksauce. GTA had a story -a nd a rather good one, I've liked them all so far since GTA 2 - but the world wasn't terribly affected.

Skyrim..no. Please, just no. I mean, great world, but dead. And the story was bland. As usual. fun to romp around in, but I didn't feel driven to finish it. And I didn't.

Witcher 1 and 2 - very compelling to play through. So much that 2's sudden end left me empty and weeping. WEEPING. But the world, as Slim says, was rather intimate. I.e. small.

I kind of hope they DON'T come up with an absorbing open world that has a solid story, lots of fun Witcher-style sidequests and some sort of heuristic AI that changes the world as things happen.

Because I value my family and friends and don't want to get trapped in NighT City until I die.
Click to expand...
LOL. They will be damned they don't make a great game, we'll be damned if they do. But yes, similar concerns here about the open world vs story balance.

As a side to how 'borders' could be enacted, there is the idea that Night City, for all its deprivation is actually a haven in a barren wasteland. And geographicaly close to the sea. ArmA maps actually have no strict limits, just proceedurally drawn borders that go on till you fall asleep, perfect for a Mil Sim but if combined with gated districts it shouldn't be difficult to 'cage' players while providing an outward view of sea, or wasteland or endless corporate crops etc.
 
Sardukhar

Sardukhar

Moderator
#142
Jan 24, 2013
Oh god. Oh God. OH GOD. can you IMAGINE the horror of a procedurally-drawn Night City and eventually SoCal? You could go on forever..amidst empty buildings and dead streets with cars that turn on distant corners but are always empty when you get there...

Now picture this with my one-save-only game mode or on Insane with just one life. You would log in, try to get your bearings, get more lost and walk past that trashed open-air mall parking lot. Again. Again.

You might never make it home..

Ever.
 
L

Lolssi83.811

Rookie
#143
Jan 24, 2013
The big reason why Witcher 2 was so amazing game was that they had more focused story that didn't have pointless side quests. Too bad it was so short and last chapter was bit let down (seems like a trend these days :p ). I think New Vegas did this rather well. Fallout 3 not so much.

So I'd prefer bit smaller and more focused with lots of options (gameplay and story wise) of course.
Plus not sure how well the courgeous REDengine handles really big areas. Maybe they should use zones?
 
T

tsmonteiro

Senior user
#144
Jan 24, 2013
WalkingTheDarkly said:
On the DLC: I remember when they were boxed, came with way more content and added to the game instead of unlocking stuff already on the game. Also known as Expansion Packs, something only a few Dev's still do, like Blizzard. And with the godly amount o' source books for Cyberpunk, little DLC packets are just not gonna cut it in my eyes.
Click to expand...
Absolutely agree. I don't mind paying for an expansion, i.e. new roles, new areas and such, something that really expands the game experience. Somethign that enhances the experience, that's just costumer support on my book
 
T

tsmonteiro

Senior user
#145
Jan 24, 2013
Lolssi83 said:
So I'd prefer bit smaller and more focused with lots of options (gameplay and story wise) of course.
Plus not sure how well the courgeous REDengine handles really big areas. Maybe they should use zones?
Click to expand...
In theory, they don't need to do it. If I'm not mistaken, all engines handle large maps in a similar fashion: they load blocks of it at a time depending where your character is. It should also holds for processing AI and such. I imagine REDengine already does something similar and it shouldn't be a big hassle to improve it. Giving proper support to higher RAM ammounts might be a tad more complicated, but it would be a kick ass view of night city from the top of a building. Skyrim managed to do something similar, but from the top a mountain you could see almost only empty landscape. Seeing a huge city is quite a challenge (and the next step I would say)

What I'm really curious is to see how it will handle a large ammount of NPCs, after all, if it is a vast empty world, it might as well happen in the desert :p
 
Z

Zagor-Te-Nay

Rookie
#146
Apr 8, 2017
Sandbox allows you the freedom to run around and do things in whatever order you see fit and... that's just about it.

They sacrifice too much for little gain: rpg's ( or simply good video games for that matter) need restrictions. Without them, there is no real decision making and the whole thing ends up feeling...flat.
I would see Night City as massive multiple hub world you'd travel in between with your car( only one, unless you've bloody rich: you cannot steal and get away with everything (like in GTA's)). Most traversal would still be on foot( and fuel would be very much relevant).
Each hub would feel different: culture, architecture, level of danger and signify player style of progression/or his role...different roles( or more likely people with different reputation/skill sets) would find better job opportunities in different sections.
I really, really would like economy to be harsh here and with strong impact on your story and how you play.
A stranger to Night City, work your way up to higher dregs of society and you can finally buy yourself that sweet penthouse and cruise around in flying Porshe.
But with status you also have sky high expenses, you decide to skip on your security, your accounts are hacked and you end up making a few bad calls. And so you lose almost everything overnight, end up thrown in the gutters, jobs are hard to come by and you're with even less than with what you started.

Classical sandbox: run around "freely" in the world in any direction with absolutely no consequences to anything you do. Loot hundreds of dungeons, do goofy activities: whenever you want!

Cyberpunk 2077 : Economy, Progression, Player role/skills, Reputation/Social status, World locations, Quests/Jobs...all would be closely linked to one another.

Now it's a simple matter of figuring out how to make it work. :p
 
Last edited: Apr 8, 2017
L

Lisbeth_Salander

Rookie
#147
Apr 14, 2017
blank_redge;n27340 said:
So, what do you think, folks? Is it possible to have a "sandbox" game in the GTA style, with strong / well done RPG elements? Or, do you think CDPR is going in a different direction with the "sandbox" concept?
Click to expand...
I just hope they put some activities like GTA V and San Andreas in 2077, so at least we won't have an empty sandbox like GTA IV.
 
Suhiira

Suhiira

Forum veteran
#148
Apr 15, 2017
sod_gonzo;n1286379 said:
In theory, they don't need to do it. If I'm not mistaken, all engines handle large maps in a similar fashion: they load blocks of it at a time depending where your character is. It should also holds for processing AI and such. I imagine REDengine already does something similar and it shouldn't be a big hassle to improve it. Giving proper support to higher RAM ammounts might be a tad more complicated, but it would be a kick ass view of night city from the top of a building.
Click to expand...
The problem is they HAVE to build CP2077 around the amounts of RAM and the video capability consoles have available not some game PC (and I personally don't own a console).

While it would be nice if they didn't have to them's tha facts a game development when your game audience includes console users.

 
Last edited: Apr 15, 2017
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