1) Fair enough but people have actually problems or dislike FPP in RPG's this is also why FPP only rpg may be popular but not as much as third person ones or isometric ones.The other thread mostly complains about the lack of third person perspective (TPP) in cutscenes. While that perspective certainly has its boons, i would like to point out some benefits for keeping the whole game, including cutscenes, in first person perspective (FPP):
TL;DR: First person cutscenes & dialogues are not nearly as bad as some seem to think. Don't compare to other games with FPP, instead watch the 2018 gameplay demo and check out how great FPP works there: naked girl pickup by Trauma Team, Dex DeShawn limo ride, Ripperdoc visit, Meredith Strout interaction, the tense situation with Maelstrom etc.
- Seamless integration into gameplay. In most games, there is a clear distinction between gameplay and cutscenes: Either you walk and fight, or the game switches to "story mode", where you view your characters interaction in a kind of movie format (often even including the black bars at the top & bottom of the screen). You are usually also locked into a kind of dialogue only mode. In Cyberpunk 2077 there is a very smooth and often invisible transition between gameplay and dialogue. In the 2018 demo V often just moved away from non-essential conversations, and was able to react to (or ignore) contextual infos and topics. Basically, cutscenes and dialogue happen during gameplay, and are not a separate mode where your actions are limited to dialogue selection.
- First person - done right - can be just as dynamic and dramatic as third person. While i agree that some of the best scenes in previous games are in 3rd person, i think that the 2018 demo showed how great the first person perspective can be, if done right: Think about the scene where you talk to Meredith Strout (the corpo agent). If the scene was just first person talking to her like in most 1st person dialgues in most "normal" games, it would admittetly be inferior to a 3rd person cutscene displaying the action. But here, when you get put down & hacked/interrogated by the agent, you actually see and almost feel getting pushed down into the asphalt. You look around, notice the prisoner, the drone taking off to look for Jackie etc. Despite 1st person, it has a very dramatic & dynamic feel, not at all like typical 1st person dialogues in other games, which are often rather static.
- First person can be just as immersive, perhaps even more so, as third person. Watching the facial reaction and body language of your own character in 3rd person is certainly great if the acting and direction is as good as e.g. in the Witcher 3. It allowed to really appreciate the great acting from all characters including Geralt. I can understand the appeal, since you get really immersed into Geralts personality & dry humor. This kind of immersion is missing to a degree in FPP. However, for this loss you also gain a different kind of immersion: Actually "being" the character V in the world of Cyberpunk 2077. You get to feel the disorientation of getting hit on the head, loosing control/flying though the air. You don't watch your character take a seat in Dexter DeShawns Limo, you take a seat, can look around during the drive, interrupt the conversation etc. You won't see Dexters Bodyguard grabbing you into a chokehold from behind, you notice the arm suddenly choking the life out of you while Dex explains why you fucked up. The difference between gameplay and cutscene is almost invisible. Basically, you don't get immersed into V as a person, you are V.
- Character customisation is not invisible in first person. Just like in real live, you have several options to see yourself - and a few extra options you (usually) won't have in reality: You get a remote controlled drone (with a camera), you can hack remote cameras, obvious things like a mirror and probably a photo mode/selfie option on smartphone (or equivalent). Also, most people like to dress well even if they cannot always watch themselves. Still, this is imo the only instance where TPP has the upper hand (since in TPP you always see yourself/V).
2) In that i actually partially agree. But everything boils down at the writing that as much good it can be it will never deliver properly because costrained by the fact the game has to be voiced. This means less dialogue,less dialogue option, less content. ((Planescape torment narration is still unmatched.))
3) This is just plain blunt preference. I have arma 3 and even if the game you are allowed switch between visuals as much immersive it can be the visual per se is not a factor of immersion for me. But arma on the other hand has a first person done right ((cam in the eyes of the character)) compared with cyberpunk 2077 ((cam on the chest of the character)) also all this waving of hands in front of my eyes is artificial unrealistic and is a construct making feel everything plastic,gamey and fake.
4) Is not the same thing. I don't play games to play real life.