What if the new cyberpunk game reused the open world of 2077?

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I know this might sound like a terrible idea but think about it the open world is incredibly beautiful and well made to the point where i honestly dont mind if they reused it ofcourse they can make some changes and even add some regions but this will drastically reduce development time and give them more of a room to focus on the game design aspect and fleshing out the world more by having it being more interactive with better npcs, better gameplay mechanics, longer main story and more explorable buildings etc... i personally would much rather have a fully realized but reused open world than a new open world that is full of wasted potential.
 
It depends on a few things.

The biggest is where in the timeline the next CP game takes place. If it's much earlier in the CP timeline (Before 2077) then it may make sense to have a different version of NC, possibly under construction after the Arasaka Tower bombing. So same basic layout, but less developed.

If it's a direct sequel (Happening soon after the events of Cp2077) they should use basically the same exact map with some additions. Think what Tears of the kingdom is doing with Breath of the wild (Same map but new areas added with the floating islands.)

Either way, NC should be largely recognizable with some new variations to keep it fresh. Also considering it's meant to be future dystopian LA, there is only so much you can change without breaking the lore, So I would expect whatever the story is NC will just be an updated version of what we have now.
 
Not an expert (so I could be wrong), but knowing that CDPR will switch from Red Engine to Unreal Engine, even if the sequel take place in Night City (I hope it will), they'll probably have to "rebuild" the whole map from scratch or almost.

I'm sure they have some sorta copy & paste program, so to speak, that'll save them some time. I think the better question is imagine how good Night City is going to look under Unreal 5? Since it already looks good now.
 
One of the things epic likes to talk up is how you can take art and other assets from other engines/sources, and "Easily" transfer them into the engine. I also think that's how all of these "Fan Remasters" that end up on YouTube and other places get made, they take assets from an older game and drop them into unreal, then upscale and edit from there. Granted those are almost always "Unfinished" demos of what the game could be in unreal engine, and usually not playable, and the few playable ones usually get taken down pretty quick once the developers catch wind, but still it shows that it is theoretically possible.

Now I'm not a developer so how "easy" easily actually is, and if it's worth the effort I can't say. But I know it is possible to transplant from other sources into Unreal. And since they have an "Official Partnership" with Epic I'd assume that if that was something CDPR wanted to do Epic would walk them through the process and help them import what ever they need to.
 
One of the things epic likes to talk up is how you can take art and other assets from other engines/sources, and "Easily" transfer them into the engine.

Do you have a source for this? I'm not asking in an accusatory manner. I am genuinely interested to know if this is the case.

I think the new Witcher trilogy is going to be developed way more like God of War (2018) and God of War Ragnarok. Where while the game is a sequel - it reuses things from the initial game in order to assist in speeding up development of the sequels. Breath of the Wild and Tears of the Kingdom is similar to this as well.

If Cyberpunk is going to be set in Night City I see no reason to completely start from scratch (unless it is required with the engine swap). If they can import the city and update it that would seemingly save a ton of time, effort and energy in development.
 
A direct source, not without going back to some old press stuff, but around the time UE 5 was being shown off with tech demos and Nanite and Lumen videos, they were pushing how moving from UE 4 to 5 would be very easy and how importing photogrammetry and other assets would be streamlined.

A quick google search brought up guides from epic on how to migrate from older versions of UE to 5 as well as guides on importing non-UE assets into the engine. My development knowledge is limited to unity engine, and mostly focused on the audio part of it (projects for school and some freelance sound design/game music stuff) but based on the guides it looks like moving assets should be relatively easy or at least doable especially if you're a big company getting direct support from the epic team.... Now if that translates into dumping the entire game world in and then fixing issues as needed?? maybe not, but it should at least help with key landmarks and recreating the other locations.

As for the user/fan videos of people detailing how they made "x game" in UE 5 they're all over the place, a lot on YouTube but you can find them almost anywhere some are very good, and mainstream outlets will sometimes pick them up and repost, Like IGN tends to pump those back out if they're quality.
 
this will drastically reduce development time and give them more of a room to focus on the game design aspect and fleshing out the world
Map design in UE5 may be easier and quicker than you think. There are some videos on YouTube showing the new UE5 features. Converting whatever assets are convertable from another engine to UE5 may mean that you'd have to touch every converted asset again in UE5 to finalize the transmission. I think using UE5 to build the world from scratch will not be as hard and guarantee a lot more stability, when done by professionals.
 
Map design in UE5 may be easier and quicker than you think. There are some videos on YouTube showing the new UE5 features. Converting whatever assets are convertable from another engine to UE5 may mean that you'd have to touch every converted asset again in UE5 to finalize the transmission. I think using UE5 to build the world from scratch will not be as hard and guarantee a lot more stability, when done by professionals.
they shouldnt use anything made in REDengine... clean from the scratch - its not like they wanna leave RED behind cause of its flaws... importing and converting stuff wont be a clean workflow in that regard - and like you say they still would need to touch every asset by its own anyways.
 
I only wish for a bigger space. Currently the land is some 16 x 16 km, in a cube of 32 x 32 x 32 km. The playable area is spread over around 1/2 of that 16 x 16 km plate, with some exceptions. The room where Johnny was SK'd is underground, unreachable. The school in River's quest is an establishment up in the air. Also unreachable by conventional means.
 
Not an expert (so I could be wrong), but knowing that CDPR will switch from Red Engine to Unreal Engine, even if the sequel take place in Night City (I hope it will), they'll probably have to "rebuild" the whole map from scratch or almost.
No, they don't. They would possibly need to code new shaders if there is something they don't want to let go of, but you don't have to rebuild models and textures. Just about everything in the game is built outside of it first very similar to assets for a film. Almost nothing is lost. They may have to reorganize it, build entirely new gameplay systems, locomotion, etc. But all of the assets are done and up to par.

I wouldn't mind one bit if they do reuse the entire map, and I think it's what they should do. I believe it's how they intend to whip out all those games so quickly over the next 10 years. There are diminishing returns not far beyond where we are with fidelity. Next steps for graphics exploration would probably be proper volumetrics and fluid simulation, both of which a random dude made excellent approximations for UE4 and then UE5(I believe). Nearly everything else is approaching it's peak of time in vs quality appreciated for a game of this type.

This is to say that the world in terms of pure detail has staying power - they would just need to open up more buildings, maybe increase fidelity for the NPCs, add some new locations, new textures, and so on for it to be engaging and convincing... and a proper metro this time, please.
 
There should be tools made or possible to make that would make it relatively doable for them to port NC and all in it to UE5.
 
I only wish for a bigger space. Currently the land is some 16 x 16 km, in a cube of 32 x 32 x 32 km. The playable area is spread over around 1/2 of that 16 x 16 km plate, with some exceptions. The room where Johnny was SK'd is underground, unreachable. The school in River's quest is an establishment up in the air. Also unreachable by conventional means.

I personally thought the map size was fine. Rather than it being larger I would rather what already exists be more fleshed out.

1. Giant buildings like the casino actually having a purpose.
2. Some of the taller buildings being open with content inside of them.
3. The outskirt area(s) having more content and purpose to them.

I think map size is massively overvalued by players at the moment. For instance - I am more turned off by Starfield's 230487209374092734 planets as I think most of them are going to be empty or have mediocre content randomly tossed on them.

I'd rather have smaller maps that are well fleshed out than enormous ones that are full of a bunch of filler.
 

WHAT IF THE NEW CYBERPUNK GAME REUSED THE OPEN WORLD OF 2077?

Would see nothing wrong with that. It's actually pretty common in the gaming industry to reuse current game assets. Especially since todays games take so long to develop.
 
True the trend was building massive worlds if it comes to openworld adventures/rpgs in general but while the mostly look stunning they are mostly empty or dead by a closer look…

i also would like smaller maps with more interaction/life… while i played Burning Shores f.e i thought the map extantion seemed kinda small compared to the normal map in HFW but the further I played the more I liked it because there were things to do on the smaller part of the map compared to the og map of the base game. Yet I know it’s just a dlc - but the effect also count for full base games imo if not even more = worlds don’t feel real just because of their size but for the interaction you have with it.

NC is similar it looks stunning but still lacks content to shine… opining doors and buildings with meaningful content/interaction would be awesome - than again the ai needs to play its part as well… which isn’t the best in NC atm (no matter if npcs, traffic, police or random encounter - etc)

i hope it will change if not with PL latest in the sequel. If CDPR is able to not only let NC look cool but also bring it to life aside of flooding it with brain dead zombie npcs it would be a major plus.
 
I personally thought the map size was fine. Rather than it being larger I would rather what already exists be more fleshed out.

1. Giant buildings like the casino actually having a purpose.
2. Some of the taller buildings being open with content inside of them.
3. The outskirt area(s) having more content and purpose to them.

I think map size is massively overvalued by players at the moment. For instance - I am more turned off by Starfield's 230487209374092734 planets as I think most of them are going to be empty or have mediocre content randomly tossed on them.

I'd rather have smaller maps that are well fleshed out than enormous ones that are full of a bunch of filler.

100% This. I'd be very happy if it's the "Same NC" but expanded, more interiors, some updated and more detailed locations, more interactivity. But NC is still mostly unchanged.
 
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