Cyberpunk 2077 Grieving Thread

That's so weird.

Deus Ex is fun. How'd they manage to fuck up Cyberpunk? These people.
The really fucked up thing is there are multiple indie eroge (porn and ecchi games) made on like $2000 kickstarters that feature better gameplay, characters, story, and are more faithful to the cyberpunk genre than Cyberpunk2077.

Here's one


And another one


and another one



these were all made by Otaku and chan perverts and cost less than $20. They are also better Cyberpunk games than Cyberpunk2077.

What the fuck CDPR?
 
They haven't even released free DLC, weren't a few fully playable cut missions leaked a while ago? Would it really be too much work to just polish them up and release them? Maybe people would consider it a cheap way out but at least they're releasing something. Literally any kind of new content would be exceeding expectations.
Personally, I’d be willing to bet that the cut missions actively fuck with their fixes, so they need to unfuck the cut missions before they can add them.
 
Outside of a few developers, nobody has the real tech/know-how to make an open world work correctly. Even Rockstar's level of fidelity is reportedly only possible due to excessive crunch and "clean-up crews" of developers/managers who come on last minute to get the game(s) in working order. Studios like Ubisoft made it work once, then copied the same formula over 3 or 4 different series going on a decade+. Bethesda is an entire studio dedicated to making the same game over and over with different IP for even longer.

CDPR had a shitload of good games to draw its influence from that are far smaller in scope but packed with brilliant level design and worldbuilding, but instead they tried to emulate the same sprawling cityscapes that took Rockstar decades to perfect. It's like they felt they had something to prove.

I think we all would have been happier with something closer to the original Deus Ex - linear progression through a series of detail-rich environments with a few branching opportunities here and there. This weird obsession with creating a technical marvel of an open world is such a burden on developers. What a shame.
 
Outside of a few developers, nobody has the real tech/know-how to make an open world work correctly. Even Rockstar's level of fidelity is reportedly only possible due to excessive crunch and "clean-up crews" of developers/managers who come on last minute to get the game(s) in working order. Studios like Ubisoft made it work once, then copied the same formula over 3 or 4 different series going on a decade+. Bethesda is an entire studio dedicated to making the same game over and over with different IP for even longer.

CDPR had a shitload of good games to draw its influence from that are far smaller in scope but packed with brilliant level design and worldbuilding, but instead they tried to emulate the same sprawling cityscapes that took Rockstar decades to perfect. It's like they felt they had something to prove.

I think we all would have been happier with something closer to the original Deus Ex - linear progression through a series of detail-rich environments with a few branching opportunities here and there. This weird obsession with creating a technical marvel of an open world is such a burden on developers. What a shame.
The sad thing is Cyberpunk could have been a stepping stone towards this. Just pick one thing to push the envelope with and everything else keep else just keep on rails. Then if that does well use Cyberpunk 2077 as the stepping stone to push the envelope even farther.

You can either have an open world game, multiple endings, or have multiclasses. Pick one to push it with and don't piss off your current talent this time making them leave.

Then once you have a product that most people are happy with and you can keep most of your talent than maybe pick two.

The failure of this game really is a case study in the importance of proper project management. You need to have a clear vision of your project to be able to set your scope. Then your scope can help keep you on track to complete your vision.

There has to be college papers being written as a case study over this cluster fuck.
 
What is the appeal of open world games? I would imagine they'd be hard to make because of the world, AI and progression.
 
What is the appeal of open world games? I would imagine they'd be hard to make because of the world, AI and progression.
sandbox. giant city for you to fuck around in starting fights with cops or some other crime shit or doing side activities for fun or money

i think the problem here was there isnt exactly much to do in the open world here
 
What is the appeal of open world games? I would imagine they'd be hard to make because of the world, AI and progression.
emergent gameplay and "choice". assume the sandbox has a life of it's own, so there's always fun and unexpected stuff to see (in theory at least). choice is always good because it let's people decide how they want to play the game and when ("I just wanna dick around today" or "I want to kill shit via stealth") etc.
it also looks bigger than getting the impression all you do is walk through tunnels from setpiece to setpiece. however it doesn't work for every game and genre, heavy story driven kinda loses the point when you can just dick around in between.

The failure of this game really is a case study in the importance of proper project management. You need to have a clear vision of your project to be able to set your scope. Then your scope can help keep you on track to complete your vision.
imo they could've done all 3. the problem is not that it's difficult, more that it's a lot of work, so if you don't plan ahead shit can go south really fast in the cost/time department. even if they reigned in the scope I don't think they'd be able to actually deliver on it, shit management is shit management, no matter what you try to produce, it's just less severe.

the thing is part of the hype was that nothing they really promised was completely outlandish. of course everybody the smarter ones expected some embellishment and bullshitting like it happens all the time (remember watch dogs?), but nothing on that level we finally got.

Outside of a few developers, nobody has the real tech/know-how to make an open world work correctly. Even Rockstar's level of fidelity is reportedly only possible due to excessive crunch and "clean-up crews" of developers/managers who come on last minute to get the game(s) in working order. Studios like Ubisoft made it work once, then copied the same formula over 3 or 4 different series going on a decade+. Bethesda is an entire studio dedicated to making the same game over and over with different IP for even longer.
ubisoft does change the formula, but it's small changes building on "what works", because you either end up with nu-asscreed or ghost recon breakpoint. never really minded it since I enjoy the ubisoft formula every once in a while. when you buy a ubisoft game you know what you'll get, good and bad, can't them really fault them for that. certainly beats the retarded notion where devs think they have to re-invent the wheel for the sequel and make the game worse because the stuff people liked about the previous game are gone and/or shit.
 
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What is the appeal of open world games? I would imagine they'd be hard to make because of the world, AI and progression.
Sometimes it's the 'vibe'. Sleeping Dogs slightly annoyed me with its storyline and fighting gameplay but the music and aesthetic always was great.
 
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