"So you're playing your dream RPG. When not questing, what are you doing?"

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4meg;n9726211 said:
How about playing old dos games as your character. There would be something rather fitting about playing the old Neuromancer game in CP2077 as my character.

I can already see the scene. Your character sits down in front of a screen; loads up a D&D Goldbox title. Another character walks by and notices the game. Her cybernetic eyes adjust to take a still of the screen. A small light on her temple blinks rapidly as she connects to the net, neurally referencing the planet-wide archives for the title of the game.

She rolls her eyes as she swings on an infra-shielding cloak. "You are such a geek." She leaves.


 
SigilFey;n9726491 said:
I can already see the scene. Your character sits down in front of a screen; loads up a D&D Goldbox title. Another character walks by and notices the game. Her cybernetic eyes adjust to take a still of the screen. A small light on her temple blinks rapidly as she connects to the net, neurally referencing the planet-wide archives for the title of the game.

She rolls her eyes as she swings on an infra-shielding cloak. "You are such a geek." She leaves.

At a Starbucks no less.
 
SigilFey;n9726021 said:
When I get to do something immersive, but I also get something unique or exclusive in return (rather than simple "consumables" or a "timed buff"), that's really interesting and rewarding. Maybe rather than just being able to engage in activities whenever, you could have certain blocks of "down time" that you could use to pursue whatever activities you wished...but you would have to choose. So, I could spend that stage of the game hacking into computers to upload a detailed map of an area...or I could head to a shop and work on modding my weapons and gear...or I could hang out in a bar and schmooze with people to dig up some info on a character...or I could rob a few houses and fence the goods to generate some money...but not all of them. Only so many hours in a day. In return, I get something both unique and permanent for the next stage of play.
Yeah, "play time padding" activities for throw away loot (i.e. junk you usually just sell) are NOT the way I want to spend my characters downtime.

Maybe something like activities that allow you to open up, or improve specific skills?
In your examples it's fairly easy to see which CP2020 skills you're using. Finish one of these task sequences and get a point you can apply to one of the skills you used during it. NOT a general point you can apply to any skill, else it simply becomes merely a another type of grind (for skill points because you want to be the baddest ass Ki11r in the game). Keep it in context.

This also gives the devs some idea what sort of side activities to create (always invaluable). Look that the sorts of things skills are used for, design content around them.

Win - win.
Skills many video games don't bother with have a use/purpose and the player has a way/reason to improve them.

(( Prints her latest brainstorm in a big red letters on a sign and waves it at Meccanical ))
 
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I'd like to have an in-game streaming channel so I could pump out some ear bleeding metal to set the cyberpunk mood. Maybe I need to crack a network server in-game to do this. That would be fun.
 
Explore the world. Hit casinos and places where I can play mini-games.
Find all the customization options I can for my character (I'm hoping we can go shopping for near outfits). :p

And admittedly being totally OCD about collectibles and such. lol
 
F bitches, get money

Nah, or well yea sometime but mostly I would explore and develop my relationships like in Mass effect if possible.
I'd do some puzzles, run around parkour style in the city. Go buy some groceries. Skillup my proffessions.
Steal a car and go for a ride, preferably I steal it from a BMW or Audi owner. Not because I like those cars but because it feels better knowing the owner is a douche.

And I'd love to be able to skillfully make money on the market by predicting outcomes based on certain information that is randomly available, but I guess that is the get money part.
An option instead of being forced to grind thrash-loot for shekels.

At night I might put on my black cape, polish the bat helmet and fly around dishing out some vigilante justice on random gangs, tracking down and taking out serial killers (well atleast someone I imagine to be a serial killer), assassinating the corrupt and beating up those thugs who just stole that old lady's purse.
I'll create my own story and reasons as long as there is enough options to let my imagination go to work.

 
Dream RPG? Hmmm...

First of all: fight club. Every RPG should have one. Accessible at any time, just to blow off some steam.

Exploring is nice, if there's something to find. Simple sightseeing doesn't work for me. I did however spend quite some time in AC: Origins simply roaming through the desert, so in a sci-fi game...maybe take a shuttle and fool around, admiring some views.

Other than that, I'd love mini-games (darts, pool, gwent, those from Rage, etc.), and also various generic life activities - watching shows, visiting brothels, etc.

Oh and, if it was MY dream RPG, I'd have a ride I'd always work on. Bike, car, space shuttle, doesn't matter. The idea is that if you've got something of your own you can always improve, you can have a reason also for exploring in order to find whatever you need.
 
There shouldn't be disconnect between main story/side quests and everything else.

I'd like to be able to walk into a bar after some crazy hard mission, relax, order a drink and just strike regular talk with person next to me, who mentions, in passing about some daily life event.
"Maybe I should check that out?"...and then some mini questline unfolds.
Every area should have a few of these type of npcs: hookers, beggars, fixers, patrolling cops, etc. People who live close to the street, are more "aware" of world/npcs/ events around them.
In world/building they act as a "bridge" between players, events, quest npcs, hints, etc: this plays a huge part in making the player immersed in the world, making the quests and activities more cohesive, giving more "organic feel" to how you engage in the world, better sense of spontaneity...instead of " Here there be quests and here there be side activities...and the two never shall meet!"
Saints Row and GTA, are particularly lacking in this.
 
Breaking into the vault of the worlds biggest corporation with the intent of releasing all their secrets. doing so using a team of netrunners together with muscle on the ground. the world will never be the same.
 
Play and Experiment using Mods. It’s like I’m going build an apartment in Minecraft with Elevators or Playing As Pikachu in Skyrim. Mods what’s really make Singleplayer stays at “long term” criteria and make it more fun.

Talking about mods, “They are dying” Literally.
 
Loostreaks;n9853691 said:
Every area should have a few of these type of npcs: hookers, beggars, fixers, patrolling cops, etc. People who live close to the street, are more "aware" of world/npcs/ events around them.
In world/building they act as a "bridge" between players, events, quest npcs, hints, etc: this plays a huge part in making the player immersed in the world, making the quests and activities more cohesive, giving more "organic feel" to how you engage in the world, better sense of spontaneity...instead of " Here there be quests and here there be side activities...and the two never shall meet!"
Saints Row and GTA, are particularly lacking in this.
Yeah, organic side "quests" not related to the main story-line do wonders for making a world seem "alive".

Normal people on the street don't know (or probably care) what major issue you're working on, they have their own problems, and may offer to pay you (in cash or trade) to help them.

That's one thing Witcher did pretty well. There were lots of side quests that in no way influenced, or were influenced by, the main story-line.
 
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