Violence should be only one of possible outcomes, I think. Aside from typical rpg quests, the world exploration/content should be separated into three segments: worldbuilding content( environmental storytelling), dynamic encounters and having more complex sandbox mission zones.Meccanical;n9609701 said:Number one way to slow down the violence in my opinion is to make combat lethal as all hell. In the original PnP game, RTG went into exhaustive details on actual firefights in order to create something that's believable and treated with the proper gravitas. If you wanted to be a super hero you had to invest heavily in turning into one, and even then a bullet to the head would still kill you. Given the unique direction in PnP game took regarding combat, I would hope the game at least includes some resemblance to that.
I guess one of my fears for the game is that I don't want it to fall for the trap of doing what everyone else is doing just because it's popular or comfortable.
For first, all CDPR has to do is look at Mankind Divided.
When you look at most open world encounters ( and as a matter of nearly all rpgs), nearly all are designed around combat( and what's funny nearly all do it poorly).
Instead, diplomacy, specific options as your role( cop will be able to use authority), using the environment to your advantage( like in Dark Messiah), or open world interaction/simulation, should be as valid options.
Last will be the hardest part.
CDPR has little chance "beating" other action games or shooters in that giving that sense of fluid, "high octane" gameplay...all of those games have features that would feel completely out of place here, to keep that adrenaline pump non stop going.
This should be more of a thinking man's game(play) where "fun" comes from planning, discovering your "openings" in level design, experimenting with how your build changes your approach...and then execution.
I could see a typical mission playing like this:
Step 1: Acquire information on location/your target through your contacts or on the net.
Step 2. Prepare for the mission based on what info you have...full 3d map, type of security, patrols, alarm level, entry points, specific personnel background/information ( for dialogue), etc
Step 3. Live reconaissance. Make maps purposedly flawed/incomplete, like in Thief, so the player still has to come with a plan, live, on site
Step 4. Choose your own entry...blow up a power grid, create distraction, stealth, disguise, diplomacy, grapel line, etc.
As I see it, even character completely decked for combat cannot go in guns blazing like an idiot, no matter your skill or gear.
Sort of Deus Ex meets Shadowrun meets MGSV.
To do this right, they will need a sizeable team of people working on this exclusively, and cooperating with gameplay, quest and level designers.