this post was submitted on 27 Jun 2023
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Cyberpunk 2077 faced a tough reception at launch, but with the Phantom Liberty DLC nearing launch, one CDPR dev feels the RPG was better than history records.

…uh, no. It was a hot mess at launch.

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[–] TooL@kbin.social 31 points 2 years ago (16 children)

I'm glad some of you had fun with the story

Not to mention the story was still very much on rails. Even if there were like what, 3 different outcomes? And on top of that, once you beat the game there is absolutely fuck all to do.

Honestly. I put about 50-60 hours into cyberpunk. I enjoyed every single hour of it. But once the main campaign was complete, there was just nothing left to do. I tried many times to jump back in and go do side quests or explore but the world is just completely empty.

[–] osarusan@kbin.social 22 points 2 years ago (14 children)

My feelings exactly.

I played for 60 hours or so, and I enjoyed it a lot. But they put a fatal design flaw into the game by forcing to you be V, and by putting a ticking time bomb in your head. That means that if you play logically, you'll follow the storyline quests in order to fix the big issue rather than spending the time slowly exploring the world they made. It also means that once you beat it, there's no fun in going back and doing it again, because you have to follow the same railroad tracks and go through the same story beats again. It cheapens the experience greatly.

Like you, the world holds no interest for me now that I have found a satisfying ending for V. The least they could have done was put in a "story mode," and a separate "open mode" where you can build any character (who isn't V) and live any life you choose, free from the main quest railroad.

I'll never understand why game designers would make an open world, and then slap on a "YOU HAVE TO SAVE YOUR LIFE HURRY UP!!! railroad quest as the main story. It's a lazy and utterly stupid design choice.

[–] Itty53@kbin.social 13 points 2 years ago* (last edited 2 years ago) (13 children)

Counter point: Fallout 4 has you searching for your kidnapped son. I'm a father, in actuality. So to me that's an imperative too, but it didn't stop me from building skyscrapers in the interim. There was no real death clock, so I really don't get your criticism there.

Shit, final fantasy 7 is one of the greatest games of all time and that asteroid will sit there in the sky as long as you let it. You're reaching hard. The more I think on it, nearly every open world game has some imperative story point and they'll happily wait for you to get there. You get tuberculosis in RDR2 and you will live forever as long as you avoid the last mission. This isn't uncommon at all.

[–] osarusan@kbin.social 1 points 2 years ago

Both of the examples you gave are not counterpoints. They are examples of the exact same issue.

When I played FO4, I couldn't enjoy the building or storylines, because the game tells you that your son is all-important and that you need to rescue him from a world that is certainly going to destroy him. I'd have loved to sit around and carefully build the perfect post-apocalyptic town, but that stupid main quest was hanging over my head, and I'd have been a terrible virtual father if I let myself idly screw around instead of spending every ounce of energy searching for him.

It doesn't matter at all that the asteroid doesn't fall until you get to the spot you need to be, or that your son will never die and never age even if you play the game for 14 years, or that V lives forever because they never show him die in the game. It's an RPG, and it's specifically designed for you to immerse yourself in the game and "become" the character. A fake death timer is in some ways worse than a real one, because it breaks the illusion and reminds you constantly that this is a game.

It's bad storytelling.

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