"V will have only one apartmant in the game." - Kasia Redesuik (gamestar.de interview)

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As I said, if said player wants to feel like a hobbo, or wants to feel that his imaginary money is worth the imaginary work that he's done for it ( minus the real time invested) then it's a system/mechanic/script problem tied to how you earn the money, not how you spend the money.

If the in game economy rewards you highly, it only makes sense to have more options to spend it. You can't really change the economy and the flow of money.

The what what now? You just contradicted yourself, I think. Of course developers have the power to change the economy... They design it in the first place. The player has no power over it. Expenditure is a major part of economy, you know, the "supply/demand" thing. And developers are in full control to decide that as well.
 
It can definitely be in a video game, since you are restricted by the options the game gives you. I am pretty sure we were talking about video games here, so try to draw less comparisons to real life.

In GTA5O, the player character theoretically starts at a level where individual missions reward couple grand worth of money. Near the top of the curve you can buy useless things like the luxury yacht for several million (no gameplay elements involved, it just is) and orbital cannon, which can utterly eliminate another player... at the cost of 700000 dollars per shot and hours long recharge. GTA5 doesn't suffer from lack of options to spend money.. in theory.

This can be an issue because in order to avoid issues, you have to design the ingame economy very accurately. Otherwise you could hypothetically get to a point where you own 100 million Eurodollars, but are still forced to live in a dingy apartment because the game says so.

Considering you are: doing missions alone and fighting armed people, you should become the number one arms dealer fast and make an hell of a cash.
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Well, that's always been the expected case. CDPR said from the get go that story comes first. Narrative driven RPGs are kinda CDPRs thing. It's never been a sandbox, but a story driven RPG.

Well, actually as I already said "Story driven" isn't a problem by itself when it comes to the main character, it's mostly about which kind of story: Character Based of Event Based?
It's just that CDprojekt specialise in character based story and are great at it, so they do that.
 
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The what what now? You just contradicted yourself, I think.
Where? It's hard thinking under pressure so I might've (or not). I usually avoid discussions and debates unless it's important to me, that's in case you wondered about the pressure comment.
 
Well, actually as I already said "Story driven" isn't a problem by itself when it comes to the main character, it's mostly about which kind of story: Character Based of Event Based? It's just that CDprojekt specialise in character based story and are great at it, so they do that.
Agreed with this 100%. Bethesda is an example of someone who does more event based stories. CDPR has historically made character based stories (which in my opinion is almost always is better).
 
Well, actually as I already said "Story driven" isn't a problem by itself when it comes to the main character, it's mostly about which kind of story: Character Based of Event Based?

There's a middleground to be had with that one too. Fallout 1, Fallout 2, Arcanum... A story based on your approach of the given situation. With a simple narrative drive, given a strong incentive to play the game and reach a conclusion to suit your character.

Very narrative driven. But otherwise than what CDPR has done before.
 
If the game will give me opportunity to have 5 living spaces with options to decorate, remodel, buy housekeepers who are also sex bots for each one of them and store corpses of my defeated enemies in them - great, I'm all for it.

Man, I was right there with you. It was sounding better and better and then.....'store corpses' :-/

;)
 
There's a middleground to be had with that one too. Fallout 1, Fallout 2, Arcanum... A story based on your approach of the given situation. With a simple narrative drive, given a strong incentive to play the game and reach a conclusion to suit your character.

Very narrative driven. But otherwise than what CDPR has done before.
How much have you been drinking lately, Kofe?
 
Well, that's always been the expected case. CDPR said from the get go that story comes first. Narrative driven RPGs are kinda CDPRs thing. It's never been a sandbox, but a story driven RPG.
This was the original promise at the announcement in 2012. It does not say it's gonna be a sandbox.
Actually it did say it was a sandbox, but it related to the environment. Which seems to be less the case, but indeed narrative was the through point.



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This was with Mike Pond smith on stage. Also that list talks about not having a linear story, but it seems like we do have a more linear narrative.
 
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This was with Mike Pond smith on stage. Also that list talks about not having a linear story, but it seems like we do have a more linear narrative.
It's a non-linear narrative. Also I've never seen that screen on the stage. Here's the full video,
... I could have missed it

It was in some separate promotional materials from 2012 IIRC, but not part of "the promise"
 
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It's a non-linear narrative. Also I've never seen that screen on the stage. Here's the full video,
... I could have missed it

It was in some separate promotional materials from 2012 IIRC, but not part of "the promise"
Surpised you haven't seen it.


But this was from the reveal. So that's the difference.
 
It's a non-linear narrative. Also I've never seen that screen on the stage. Here's the full video,
... I could have missed it

It was in some separate promotional materials from 2012 IIRC, but not part of "the promise"
Yeah, as Cabbage showed, it did exist.

But that's never been a surprise. 2077 will have SOME sandbox elements, of course it will. We already know you can run over pedestrians, explore the city "freely" (as of 48 minute demo quotes) on bikes, cars, or by foot if the former two vehicles are too large. Presumably, you can shoot random people, too, and we know the police "won't be pushovers" about it.

We know there won't be invisible walls, and we know you can pull your gun and jump whenever you'd like.

It just won't be on the level of GTA V. I personally believe full RPG and full sandbox are mutually exclusive. But perhaps I'll be proven wrong some day.
 
I haven't been keeping up with happenings, but, if the title is indicative of an actuality, V having only one apartment for the entire game will not bring me joy. I will be rather unhappy about it.

Perhaps I'm just quirky. I spent like half the age of the known universe building different vaults when the Vault 88 thing came out for Fallout 4. Forget the rest of the game after that. Fallout 4 grew old quick, but, building new stupid vaults off that DLC revitalized the game for me beyond what mods were offering.

In that sense, there's a LOT of potential that could get got and be had from putting multiple player homes in the game to be earned, bought, or ... even built.

Yes, built.

In the Following post, from the old Story Line Suggestions thread, I've spitballed an idea for that.

Here I go again:

While exploring one of the less than acceptable areas of the city, you find (or if your street cred is high enough, you're contacted by) a Real Estate Developer.
They're in a bit of a pinch if you find them and you have to rescue them from some thugs. If you've been contacted, then, you find them in the same chancy situation when you go to meet, and must save their bacon.
Down to business - The Real Estate Developer has designs on cleaning up the neighborhood, remodeling ... the usual slum lord song and dance of running out the "riff-raff" to make way for shiny happy people with lots of money to fill the developer's pockets.
Take the job, or not; your decision. If you do, you're given a series of shady business, less-than satisfying quests to clean out buildings, eliminate gangs, squatters, vagrants, hobo camps etc.
After each building, remodeling and construction can begin, and if you show up at one of the locations you cleaned out, there's work crews busy at work, remodeling, rebuilding (Progress on buildings happens over time as you go back to visit on occasion, or, is completed after some arbitrary X in-game time) ... but, sometimes there's trouble. You're called to deal with that trouble, and you recommend hiring some cheap security, so, each job site then also gets a small security detail to protect the workers.
Some of the sites you're told to clean out present the old questions concerning the morality of your actions ... and, if you don't do it, someone else WILL ... or do you go back and kill the Real Estate developer(?) ... but, they're just a cog too, and someone will replace them ... so, how does one deal with this mess?
Are you a good errand boy/girl and clean out all the locations?
One of the sites might contain an old forgotten secret location; a bunker, a misfit luddite community, something of interest that presents a story challenge.
How do you work through this series of jobs?
Do you find another other scumbag Real Estate Developer to Yojimbo back and forth between your original client until both are ruined? What do you do?

Quest chain reward could be a new fancy apartment, possibly leveraged through blackmail regarding all the dirty deeds that were done to get the place built. ... or any number of other things like new contacts, as well as the street cred, and usual coin for doing errands.

It could be done, and it could be done in a way that's fun.
Yeah, we haven't really seen any indication in previous games from CDPR that they have any interest in a base building mechanic, but, it might be nice if they explored it since, as evidenced by all their previous work, they'd do an overwhelmingly fantastic job of it.

Ah, I just remembered, I even expanded on the previous mentioned post by making a whole thread about it; Base Building Alternatives

Eh. hopes and dreams. :)
 
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In Mass effect 1, there is a DLC that give you an appartement . But to get it, you gotta fight in a simulation battles . Many battles on and on...

And it was SO boring . I never went far and never saw the said appartement :ROFLMAO:

If we get ONe appartement, Or more . I'm fine with either, since if I wanna play House...I got the Sims for that .

I'm hoping that the appartement have a Use actually. Beside being a save place, and oh God..plz....give us a stash in there to store stuff . For crafting and what not .

But really, I'll be at the bar.....mostly :sneaky:
 
Having several indeed makes it harder to find you. Assuming your opponents even know of all, it takes resources to cover them effectively, not just counting finding all in the first place.
 
And yet, it still applies to some degree based on what we've been told much more recently.

I don't believe the game was ever intended to be a true sandbox.

And this is why this thread is pointless, since people imagine completely different game - which has little to do with what is being made - where reducing amount of apartments you own would matter.
 
Okay, kind of going in circles now and well off the apartment subject.

Kiiiiind of inclined to close it.

Anyone have any closing arguments they wanted to get in first?
 
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