also to the other lifepathes? i could swear he didnt....nah, this is my experience in the older versions as well. He definitely talks to streetkid like they know each other. in 1.06 and 1.11 definitely.
also to the other lifepathes? i could swear he didnt....nah, this is my experience in the older versions as well. He definitely talks to streetkid like they know each other. in 1.06 and 1.11 definitely.
also to the other lifepathes? i could swear he didnt....
Yep, 100% sur. He know V only on street kid lifepathnah, this is my experience in the older versions as well. He definitely talks to streetkid like they know each other. in 1.06 and 1.11 definitely.
I understand your point.I listened to what developers had to say about lifepaths in one of their interviews before the release and I understand why people are disappointed. What devs said about lifepaths is kind of truth, it's just the way they delivered this information is what made everyone think it's going to be something huge, like different lifepath equals almost different branch of the story. It's easy to misinterpret such things if they're only being told to you, especially when they're not explained fully in details (like it's not really going to change the main story if your character is nomad instead of corpo, just sometimes you will get "path specific" dialogue choices that help you get better or easier outcome in a certain quest). It's one of the reasons why other companies prefer to stay quiet rather than say things and get every gamer super hyped by making them create their own expectations that might become unrealistic. It's cool that they're gamer friendly company but that stuff can backfire.
my working theory is that part 2 was homogenized so that johnny silverhand would make sense. really wish we got to see the game they planned without him (nothing against him though, just a shame the managers at CDPR replaced the RPG with a celebrity).I was lead to believe lifepaths would "change how you play" and "make a heavy impact on gameplay"
I'm pretty sure I'm not the only one to realize that nothing changes besides your 5-10 minute intro into the game and a few different (almost meaningless) dialogue options.
Come on CDPR, lifepaths were supposed to make the game able to be played 3 different times, and all we got was a different dialogue option. Having a lifepath doesn't change how much money you start out with, your street cred, fame, or living situations.
I'm really quite let down with this useless feature.
3 very different lifepaths = 3 games for the price of one, that would be great, for sure.People expect a lot from CDPR, having three fully fleshed out "life paths" that are completely different has never happened before, even in Dragon Age it's still not what people expected, players need to be realistic, this is a video game, not a cluster of 3 mashed together in one title
eh, its possible, and its been done. But it doesn't necessarily make it a better game. Saga Frontier series and probably octopath(never played it) come to mind for jrpgs.3 very different lifepaths = 3 games for the price of one, that would be great, for sure.
Realist or even possible ? Maybe (certainly) not
Out of curiosity, would it be possible if you could give some examples of such games with multiple main stories? I don't know many games and would be nice to maybe try some of these. Thank you.The games I have seen with multiple main stories generally have very fixed characters/stories.
In fact that's exactly what I wanted to say (in very simple).Now I guess its literally theoretically possible to just make 3 different variable main character stories, but it would probably take another 6 years of development but only earn 1.5-2 times as much at best.
Honestly, I don't remember a game with a quality story (for me), with multiple main stories (very different).Out of curiosity, would it be possible if you could give some examples of such games with multiple main stories? I don't know many games and would be nice to maybe try some of these. Thank you.
Heh -- that's probably not far off. It's not so much creating the options...but the time spent creating the scenes that would be required.Yes, it could be possible, even with this time of development. But instead of having Cyberpunk at 60 euros, you would have "Cyberpunk - Corpo" at 60 euros, "Cyberpunk - Street Kid" at 60 euros and "Cyberpunk - Nomad" at 60 euros (you have to choose one or buy the pack of 3 to 150 euros).
Corpo is my fav as well.The lifepaths certainly don't have any big impact on the game, but I tried the 3 lifepaths and even with the small differences in some of the dialogs I can say that my favorite is the corpo rat. But yeah, it would be interesting to have at least more extra quests depending on the lifepath or some attribute bonuses for example.
I think it is left overs or a quick fix from the initial design, when it was going to be an RPG. But as the game turned to an adventure game, it didn't really make sense with all the choices in the character creator. But now that they had already shown it and told people that it was an RPG first, it would have really pissed off people had they completely removed it.I was lead to believe lifepaths would "change how you play" and "make a heavy impact on gameplay"
I'm pretty sure I'm not the only one to realize that nothing changes besides your 5-10 minute intro into the game and a few different (almost meaningless) dialogue options.
Come on CDPR, lifepaths were supposed to make the game able to be played 3 different times, and all we got was a different dialogue option. Having a lifepath doesn't change how much money you start out with, your street cred, fame, or living situations.
I'm really quite let down with this useless feature.
Cool theory. Except for the fact that there's no "Silverhand path" in the game (you don't seek Evelyn, Brigitte, Hellman or Hanako because Johnny wants to, but because V's life is at stake). And the fact that lifepath in Cyberpunk PnP RPG amounts to customizing your character's origin story and background (exactly like in CP2077), not choosing which storyline you want to experience.Also my guess is that the first mission they presented with the Maelstroms was how they intended the missions to work originally. But when Keanu and Silverhand got added, the whole game turned from the initial player choosing their "life path" as in the initial design. To just choosing some generic life path as it is now and everyone forced into the Silverhand life path and everything had to revolve around Silverhand and in the case life path didn't matter, because the game is not really about the player, but Silverhand.