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Story, mission structure, different Roles, and fitting them all together

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Sydanyo

Sydanyo

Rookie
#61
Apr 12, 2013
slimgrin said:
I think you'll have to change you're philosophy for this game MacLeod.
Click to expand...
Yeah, except it's not a philosophy.
 
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Garrison72

Garrison72

Mentor
#62
Apr 12, 2013
Your OCD then. They specifically said events go on with or without the player, kinda like they do in The Witcher games, so a systematic completionist mindset is likely to lead to disappointment.
 
Sydanyo

Sydanyo

Rookie
#63
Apr 12, 2013
slimgrin said:
Your OCD then. They specifically said events go on with or without the player, kinda like they do in The Witcher games, so a systematic completionist mindset is likely to lead to disappointment.
Click to expand...
I don't think this thread was about what the game is going to be. Why would we even discuss that? We're not affecting the outcome in any way. I'm sure this was just musing about what people would want. Hence my 2c.

Trust me, I'm not expecting Cyberpunk 2077 to be anywhere near as good as what I would want it to be. I have no high expectations on that front.
 
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Sardukhar

Sardukhar

Moderator
#64
Apr 12, 2013
Really? I expect it to thoroughly exceed my expectations. CDPR does that for me. They better keep it up.
 
Sydanyo

Sydanyo

Rookie
#65
Apr 13, 2013
Sardukhar said:
Really? I expect it to thoroughly exceed my expectations. CDPR does that for me. They better keep it up.
Click to expand...
Well if I ever have expectations, they're always unreasonable, so I try to have none.
 
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C

cmdr_silverbolt

Senior user
#66
Jul 14, 2013
I think it has been said before, but I'm really hoping for storylines and missions which are role-specific. For example, it wouldn't make sense for a Corporate to be required to go on missions in the Wasteland. Or if they do, there has to be a seriously convincing reason.
 
thewarsend

thewarsend

Forum veteran
#67
Jul 14, 2013
cmdr_flashheart said:
I think it has been said before, but I'm really hoping for storylines and missions which are role-specific. For example, it wouldn't make sense for a Corporate to be required to go on missions in the Wasteland. Or if they do, there has to be a seriously convincing reason.
Click to expand...
I can think of lots of reasons for a corp to go on missions in Wastelands.. None of them are legal of course, but you don't go to Wastelands to do something legal.. Lots of business opportunities there. Hiring hitmans, assassins, getting smugglers to work for you, hiring mercenaries, or just to keep your general business a secret. Everybody, including corps, needs something.. And the Wasteland can provide.
 
C

cmdr_silverbolt

Senior user
#68
Jul 14, 2013
Oh cool, well color me informed.
 
I

illectrik

Rookie
#69
Jul 15, 2013
Wisdom000 said:
To quote a time traveling midget from one of my favorite films... "I have just had a moment!" The busy bee caffeine buzz lifted in my head, and inspiration shone through the haze....

Thinking about it... I really don't want the game to focus on one over arching story line. I mean there can obviously be one, but I would prefer it to almost have more of a background feel to it... and maybe several other vignette stories.

I want the game to feel like there are a hundred things going on at once, and with or without me they will happen.

Not sure how to put this... I mean most video games, from linear story driven games to even big open world games like Fallout and GTA, all seem to share one thing in common, a big central story.

What if, instead of a central story, we get several seemingly unconnected stories, all in the same game. They can be tied together loosely by something, but are presented as more like... I dunno, like one of those old horror movies made up of smaller stories. Tales from the Crypt, Creepshow, Twilight Zone. The central connection would be the main character... turning the game into kind of an episodic format within itself...

Everyone gets the same beginning chapter.... to get you used to the game world, your character, and the controls. But maybe each mission starts you in a different place... in one of 9 safe houses throughout the city.
Click to expand...
I like where this was going up until this. Even with the "episodes" it still feels just as much, if not even more linear than your usual open world RPG. In my opinion you should be able to create your own story, rather than be confined to already designed episodes. If I'm a Nomad, maybe I don't want to try to smuggle goods into a city. You know? It should be more diverse than this. Make your own decisions with many different choices.
 
C

cmdr_silverbolt

Senior user
#70
Aug 1, 2013
So, here's something I'd like in the game- some way to input character background and have the game world react to that. Like maybe we could be an orphaned drifter or a disgraced corp. I remember Arcanum had a feature where we could decided character background, but I never played it enough to find out if the different backgrounds affect world reactivity to the character (they probably do). But yeah, some way for the game world to react character background details would be cool.
 
wisdom000

wisdom000

Forum veteran
#71
Aug 3, 2013
illectrik said:
I like where this was going up until this. Even with the "episodes" it still feels just as much, if not even more linear than your usual open world RPG. In my opinion you should be able to create your own story, rather than be confined to already designed episodes. If I'm a Nomad, maybe I don't want to try to smuggle goods into a city. You know? It should be more diverse than this. Make your own decisions with many different choices.
Click to expand...
Well, I mean it is a video game, as open as we would like it to be, there aer going to be constraints no matter what.

If those constraints are missions that tie into the roles specifically, then I am all for that.
 
D

danielgold666

Rookie
#72
Aug 21, 2013
Band of brotherhoods

What if for example 5 people, friends who grew up together, they were poor but they managed to get away from a gutter helping each other. They go separate way 1 decide to be a businessman(corporate) 1 is a rebel 1 gennius and computer maniac(Netrunner) 1 other is always like technology but he is only a mechanic(fixer) last one is a free spirit(solo) but sometimes he lack his companions. They are very different but they have same history they like to hang up sometimes.

Player would be one of them dependent what role he plays. In some quest, you would manage diferent task depending on the role you play. That could be some minor things like your buddy saying "my wife is probably cheating on me" as a solo you would help him by doing observation on his wife you would take picture of a lover and ask netrunner to do research on him(if you would play netrunner you would take this part).

Lastly you would recognize that this lover is dangerous and he have some strong conection to mafia. Decide on a plan to go you would find that simply putting him to sleep will make problems for your friend.

You must do this smart techie offers his help (you would take this part if playing techies), you would assemble bomb first you need find parts then you need find some evidence which will be pointing on a rival gang then you blow lover up.

This is some random quest to display this concept.
 
wisdom000

wisdom000

Forum veteran
#73
Feb 20, 2014
You know, I still think the sotry web structure I laid out here would work best for the single player game... I got to thinking abou it mroe and more, and doing it that way if theya re going to include roles, is the only way I can see every role seeing equal representation...
 
Decatonkeil

Decatonkeil

Forum veteran
#74
Feb 21, 2014
I don't know how it happened but it seems I've never entered this particular thread to say anything.

The way I imagine the game so that it can cram content, scenarios, situations, missions, dialogues... for each role, is that a lot of the situations are common only the perspectives are changed (something like how you relive some moments in the three GTAIV episodes mixed with things like how the bank robbery in The Witcher by the Scoia'tael can go about depending on who you side with).

I imagine things like the "range of possible experiences" of the Rockerboy and the Cop crossing paths maybe when the Rockerboy, which may be an NPC if you're playing the Cop, or you yourself if you didn't manage to get away, enters the precint the Cop works in after being arrested for inciting vandalism. The rockerboy's and media's paths are crossed for an interview, the coprotate may cross paths with both of them due to business, etc. This wouldn't mean that these situations are preset or unavoidable, these are some of the things that can happen and can be meaningful for the stories that unfold with each character. It wouldn't mean that your character belonging to that role would be preset either, it's just that if you didn't choose that role, then a placeholder character could be placed... in his place, and he, the NPC version, would have a predefined personality and aspect.

The characters that would be more bound to how tough things are on the streets may get to play a mission where they have to do something desperate, maybe you're a low level street punk that has been told to participate on an ambush in a dim lit car park and your victim may be a corporate type, but if you instead play someone that isn't that street level but in a more dignified position, maybe some type of corporate bodyguard you would get to play that mission but from the opposite end.
 
thewarsend

thewarsend

Forum veteran
#75
Feb 22, 2014
danielgold666 said:
What if for example 5 people, friends who grew up together, they were poor but they managed to get away from a gutter helping each other. They go separate way 1 decide to be a businessman(corporate) 1 is a rebel 1 gennius and computer maniac(Netrunner) 1 other is always like technology but he is only a mechanic(fixer) last one is a free spirit(solo) but sometimes he lack his companions. They are very different but they have same history they like to hang up sometimes.

Player would be one of them dependent what role he plays. In some quest, you would manage diferent task depending on the role you play. That could be some minor things like your buddy saying "my wife is probably cheating on me" as a solo you would help him by doing observation on his wife you would take picture of a lover and ask netrunner to do research on him(if you would play netrunner you would take this part).

Lastly you would recognize that this lover is dangerous and he have some strong conection to mafia. Decide on a plan to go you would find that simply putting him to sleep will make problems for your friend.

You must do this smart techie offers his help (you would take this part if playing techies), you would assemble bomb first you need find parts then you need find some evidence which will be pointing on a rival gang then you blow lover up.

This is some random quest to display this concept.
Click to expand...
In my opinion, that type to questline would be too complicated to implement (not to mention silly and forced) and would end up being too shallow.. (No offense, just my opinion..)

We should have some companions who represent the different roles.. (One or two for each role that also serve as a connection..) No need for a special questline, we should just get some companions along the story and some from the exploration/side missions.. Unlike Mass Effect games, they shouldn't throw themselves at the player and we should have the option to not recruit them.. (Or at least not bring them along, we should be able to recruit them, gain their trust and use their resources..) All companions should have their own quests that you can help to get their trust.. Which shouldn't be the only factor why they choose not to betray you, they should still betray you if they do not like you enough and if they do not like you, no amount of gifts should be able to change their minds.. It should depend on how you meet, if you helped them or not, if you showed any trust towards them or not, if you have conflicting interests and so on (Even conflicting interests should depend on if they like you enough or not.. Companions should be as complex as a regular human being) Just to give that old Cyberpunk feeling..

Anyway, I'm going in the companions topic territory, but you guys get my point right.. Any role the player is not should be provided via companions..

(Anyone against companions can shut up.. I WILL HUNT YOU DOWN AND KILL YOU WITH MY BEAR HANDS.. Augmented bear hands that is..)
 
wisdom000

wisdom000

Forum veteran
#76
Feb 22, 2014
Deca, you really should check out my opening post.... I think you would find it to your liking.
 
Suhiira

Suhiira

Forum veteran
#77
Feb 23, 2014
thewarsend said:
We should have some companions who represent the different roles.. (One or two for each role that also serve as a connection..) No need for a special questline, we should just get some companions along the story and some from the exploration/side missions...
Click to expand...
I rather liked the way they did companions in "Dragons Age: Origins".
There were generally two of each role (melee, mage, rogue) to choose from so you weren't stuck with an NPC you hated simply because it was the only one available in that role. And each potential companion had their own backstory and quest-line (some more intricate or longer then others) you could choose to follow-up on, or ignore, as you desired.

As a side note the romances also offered you a choice of do it, ignore it, who you chose to have one with, and gender.
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#78
Feb 23, 2014
If we do get companions and I hope we get quite a good variety to work with, then I hope they actually get paid and demand loot. I find that compaions that just let the players character run the show without question and without asking for pay a bit bizarre.
 
wisdom000

wisdom000

Forum veteran
#79
Feb 23, 2014
chriswebb2020 said:
If we do get companions and I hope we get quite a good variety to work with, then I hope they actually get paid and demand loot. I find that compaions that just let the players character run the show without question and without asking for pay a bit bizarre.
Click to expand...
amen, not just demand loot, but keep it and use it.
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#80
Feb 23, 2014
wisdom000 said:
amen, not just demand loot, but keep it and use it.
Click to expand...
I am on board with that concept. But I would like the opportunity to get the best loot off them, either by trade, purchase or theft.

Oh, and I guess that could go both ways. If you team up with a thief, your stuff could go walkies. But then how would you know of they were a theif, particularly if they are a good one?
 
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