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rbialo: That is exactly the kind of approach I'm talking about - shallow, at glance judgment with an aim to put a label on it. And that is most of the time wrong.
In this example - how can you call it a shooter if you can play it without a single shot fired (or a punch or a slash for that matter)? And except for some pre-scripted scenes, you may even chose not equip a weapon at all and still play it! Just because it is first person view and you can shot? Come on...

If anything, it would be sandbox RPG, yet is a much more then any single game provided as example of that group on wiki. CP2077 is more like the combination of all the good things from past games.
Well, an attempt to do so because having so much good integrated into one game results in what we see now - undelivered features and not optimal implementation of others. But that it is unfinished is not my point - we agree on that from the start.
My point is that it brings computer role playing experience to a new level. A lot of it is already there - it just needs more patience and open minded approach. And much more has a potential to come after patches / DLCs which I hope will come.
If that's the new RPG level then the genre is f***ed
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Arachnarok_Rider: The problem is, "stats" and "attributes" are just a support structure for the actual role-play, but the role-play is found in the actual playing of the game and not simply in the support structure.

To put it into perspective, things like checking tire pressure, fiddling with the mirrors, picking a radio station, setting your GPS destination, buckling your seatbelt, maybe adjusting seat and stearing wheel position, those are all support elements for the concept of "driving a car", but none of them actually qualify as "driving a car".
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fotoman1949: The roots of the genre back in the P&P days are what you refer to as support structures. They defined your role within the game.

To use your driving a car analogy, you would be correct if that were the end of it. But in RPGs it isn't because you can choose which support structures to emphasize as you level up and assign points to your chosen things resulting in being a better car driver later than you were when you first started.

In those P&P days what you did with your character was up to the imagination and craftiness of the DM who could design interesting or very boring experiences.

Once computers and consoles came along and we started playing RPGs in them those stories became more professional and we tend to judge games in how good or bad the developers/DMs are at their craft.

But it's still what the game gives you as options for improving and fine tuning those support structures that define the genre.
The P&P roots were not Excel spreadsheet sessions. They were about pretending to be a character and going on an adventure with a bunch of other people. The stats and attributes were a support structure for that, helping to define characters, but the stats and attributes were not really the important bit and the main purpose of a session wasn't the occasional level-ups.

Yes, you would maybe decide to improve your driving or your horseback riding or your climbing or maybe try to become a better spellcaster. There's a bunch of options for what your character might strive for. Maybe it's a barbarian that just really likes operatic singing, even though it is completely useless as a skill for a barbarian? But the interplay between your character and the other characters, and the way you would work together to try and make it out of this bind, to try and get to that place, to try and get to the special trinket, that was the role-playing.

Pretending that just dumping into this stat or that stat on its own is "role-playing" is rank nonsense, no offense. It's like calling yourself an experienced driver because you've spent two weeks adjusting your rear view mirror non-stop.
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rbialo: That is exactly the kind of approach I'm talking about - shallow, at glance judgment with an aim to put a label on it. And that is most of the time wrong.
In this example - how can you call it a shooter if you can play it without a single shot fired (or a punch or a slash for that matter)? And except for some pre-scripted scenes, you may even chose not equip a weapon at all and still play it! Just because it is first person view and you can shot? Come on...

If anything, it would be sandbox RPG, yet is a much more then any single game provided as example of that group on wiki. CP2077 is more like the combination of all the good things from past games.
Well, an attempt to do so because having so much good integrated into one game results in what we see now - undelivered features and not optimal implementation of others. But that it is unfinished is not my point - we agree on that from the start.
My point is that it brings computer role playing experience to a new level. A lot of it is already there - it just needs more patience and open minded approach. And much more has a potential to come after patches / DLCs which I hope will come.
I actually like the game, but there are many problems with it. The problems are not just the bugs, but also what was promise vs. what was delivered. The problem I see is that there is no much that is actually in other games. I don't really see a lot of new and different in this game. I don't see it as groundbreaking as it was supposed to be and it is not in regards to what you are saying which is basically that we are just not sophisticated enough to understand this game because it is so deep. It is actually because of all of the similarities to other games in the past that I am disappointed. I see too much repetition of previous RPGs. I can't think of any elements of this game that I have not seen in other games. Maybe not all of the features, but each feature I have seen is in other games. Also, the portions that are limited in this game I feel are limited in some ways that would prevent the player from doing things that an actual character would in real life.

For instance, There are some objects that exist in the game that I cannot interact with. The real character actually may like to interact with them, but he can't. The linear nature and limited dialogue are actually far less realistic in many cases. The real world would be far more diverse in terms of thoughts and options. Plus the fact that you are supposed to be yourself in some aspect, hence the letters RP in RPG. I can't go along with your argument because in many ways I find it self defeating in these aspects. I feel like you're trying really hard to help people to like the game more, but I feel like you're looking at it through rose colored glasses.
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rbialo: That is exactly the kind of approach I'm talking about - shallow, at glance judgment with an aim to put a label on it. And that is most of the time wrong.
In this example - how can you call it a shooter if you can play it without a single shot fired (or a punch or a slash for that matter)? And except for some pre-scripted scenes, you may even chose not equip a weapon at all and still play it! Just because it is first person view and you can shot? Come on...

If anything, it would be sandbox RPG, yet is a much more then any single game provided as example of that group on wiki. CP2077 is more like the combination of all the good things from past games.
Well, an attempt to do so because having so much good integrated into one game results in what we see now - undelivered features and not optimal implementation of others. But that it is unfinished is not my point - we agree on that from the start.
My point is that it brings computer role playing experience to a new level. A lot of it is already there - it just needs more patience and open minded approach. And much more has a potential to come after patches / DLCs which I hope will come.
You can't avoid shooting entirely, nor can you avoid equipping a weapon. There's that Johnny interlude. And you can absolutely play shooters without shooting guns all the time. Ever seen Doom speedruns? How about the latest Doom Eternal speedrun? Not much shooting there, except when the level design absolutely requires it.

But the core of our disagreement is that you're suggesting that simply being able to sneak (or rush) past enemies to an objective constitutes enough player choice and player agency to qualify as role-playing. My problem with that is the lack of consequence. What is the difference between choosing stealth or hacking or shooting really? Where are the points of divergence that differentiate such choices? If there is nothing to differentiate choices then the options are equivalent and the choice is effectively meaningless.

It's like deciding on your footwear in this game. Will it matter at any point if you're wearing boots, sneakers, or heels? Not at all. It will have no impact on your sprinting. How about road rash after a bike accident? Nope, wearing hotpants or leathers makes no difference. And almost all missions are like that when it comes to how you execute them. Stealth, hacking, big hammer, big dildo, fists, shotgun, red pistol, blue pistol, tiger-striped pistol, it makes no difference. There is no point of divergence so all the choices must be equivalent and therefore meaningless.

And that is a problem if the game is supposed to be a deep RPG. If it's just a shooter "with RPG mechanics" then fine, no big deal. If it's just an action adventure game "with RPG mechanics" then fine, no big deal. But if the game tries to be the next Planescape: Torment then there's got to be some consequence to something at some point.
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rbialo: That is exactly the kind of approach I'm talking about - shallow, at glance judgment with an aim to put a label on it. And that is most of the time wrong.
In this example - how can you call it a shooter if you can play it without a single shot fired (or a punch or a slash for that matter)? And except for some pre-scripted scenes, you may even chose not equip a weapon at all and still play it! Just because it is first person view and you can shot? Come on...

If anything, it would be sandbox RPG, yet is a much more then any single game provided as example of that group on wiki. CP2077 is more like the combination of all the good things from past games.
Well, an attempt to do so because having so much good integrated into one game results in what we see now - undelivered features and not optimal implementation of others. But that it is unfinished is not my point - we agree on that from the start.
My point is that it brings computer role playing experience to a new level. A lot of it is already there - it just needs more patience and open minded approach. And much more has a potential to come after patches / DLCs which I hope will come.
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Arachnarok_Rider: You can't avoid shooting entirely, nor can you avoid equipping a weapon. There's that Johnny interlude. And you can absolutely play shooters without shooting guns all the time. Ever seen Doom speedruns? How about the latest Doom Eternal speedrun? Not much shooting there, except when the level design absolutely requires it.

But the core of our disagreement is that you're suggesting that simply being able to sneak (or rush) past enemies to an objective constitutes enough player choice and player agency to qualify as role-playing. My problem with that is the lack of consequence. What is the difference between choosing stealth or hacking or shooting really? Where are the points of divergence that differentiate such choices? If there is nothing to differentiate choices then the options are equivalent and the choice is effectively meaningless.

It's like deciding on your footwear in this game. Will it matter at any point if you're wearing boots, sneakers, or heels? Not at all. It will have no impact on your sprinting. How about road rash after a bike accident? Nope, wearing hotpants or leathers makes no difference. And almost all missions are like that when it comes to how you execute them. Stealth, hacking, big hammer, big dildo, fists, shotgun, red pistol, blue pistol, tiger-striped pistol, it makes no difference. There is no point of divergence so all the choices must be equivalent and therefore meaningless.

And that is a problem if the game is supposed to be a deep RPG. If it's just a shooter "with RPG mechanics" then fine, no big deal. If it's just an action adventure game "with RPG mechanics" then fine, no big deal. But if the game tries to be the next Planescape: Torment then there's got to be some consequence to something at some point.
It's funny because at first I thought that I was missing something and that I was somehow missing what the choice was in the game. I slowly began to realize that the choices were very few and not as consequential as I thought. That is when I had a sinking feeling and it occurred to me that the game was not nearly as deep as I thought it would be.
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zatom.gozu: i dont understand this post.
you say cp compared to crpgs will fail but then you say cp is a real rpg? i dont get it
in a real rpg you should have choices that influence the story but in cyberpunk you only have the choice of how to finish a mission but that doesnt influence anything at all

im not on the hatetrain, i enjoy cp for the story, and i say it is ofcourse an (a)rpg and people who say this is not an rpg are thinking of crpgs which this is definitly not

and .. it sounds like you only played pen and paper with gms that didnt like you lol ^^
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wayke: There are certain avenues you choose that change the world etc.
could you give me one example? spoiler for first voodooboy mission
i just did the first mission for the vodoo boys where you have to find the netwatch agent. the voodoo boys want you to kill them, he tells you the voodoo boys set you up and you have the choice of punching him down (do what voodoo boys say) or trust him and let him live. additionally you can just shoot him even after you made the deal with him
i did every possibility and all that changes is one area containing enemies or not, it hsa no further effect on anything afaik

i would like to see an example where it actually does change something but i didnt find yet
Post edited December 26, 2020 by zatom.gozu
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Arachnarok_Rider: The story is on rails, the dialogue is super-limited, your character is forced into constantly talking like a stereotype and mostly not the stereotype you'd like, and the game world does not give a damn about any choices you make. This is not role-playing, this is an action-adventure.

By the way, by the proposed reasoning the Borderlands games also become deep and meaningful RPGs. Because, you know, you have full control over which gun you decide to approach any given quest with. You can even skip a bunch of quests. Or use skills. And Doom 1 and 2 were also deep RPGs, because you did get to approach every level in completely different ways. You could be all about that shotgun or you could just rush past enemies and hit that level trigger.

Do you see the problem here? If we twist the concept of role-playing enough out of shape that what we get in Cyberpunk 77 actually qualifies then there's going to be a whole lot of games with no role-playing that suddenly qualify, making the distinction of RPG or not RPG both meaningless and absurdly useless.
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wayke: Not even a thing the exaggeration is strong with this one, Doom 1 - 2 were little puzzle shooters work out what weapon works best and be done with it.
Doom 1 and 2 were absolutely shooters. But you could prefer the shotgun or the minigun or the rocket launcher or you could kill enemies from this spot or from that spot or just run past them. So many choices!! But of course choices don't matter if they all boil down to the same thing, do they?

How about racing games where you can pick the color of your car? That's player agency, is it? Need for Speed 3: Hot Pursuit, a car-driving RPG coming to a store near you some 25 years ago? And let's not forget the Carmageddon franchise, where you could choose your car and your strategy. That is some real deep role-playing right there, isn't it? No, of course not, because that's not role-playing.

And that's my point. If you cannot interact with the world, if all the choice you have is the shape and color of your weapon then it's not really much of a role-playing situation. It might still be loads of fun, but it's not really the role-playing kind of fun.
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rbialo: Try to compare CP2077 to what you know from other cRGP and you will end up disappointed. Cyberpunk is not your average "player as a superhero" RPG game.

It is a game where you create a character and have an adventure in Night City. While at it you are free to do whatever you choose but ultimately it is a story-tell about the city and certain events. And V - your character - is just a vehicle for that story to roll and way for player to experience it.
And of course - it is Cyberpunk cliche you could say - your character will have a strong motivation to become an important person or someone famous or influential or rich or powerful or all of that. Intentionally or accidentally you will take part in some great plot. But in the end whatever you do does not really matter. Yes, you will perhaps kill someone or destroy something, but overtime that someone will get replaced and that something will be rebuild. In the long run your character deeds will be forgotten and world will carry on ready for next character to step in and try hard to get into major league.

I personally like that it has this pen and paper session feel to it - you make a character and enjoy trying to role-play it. And do not get too attached to your character because it is the Game Master prerogative to decide if you will even survive.

Of course computer GM is not on par with human one. One downside is that you can easily trick it, out smart it or even use game engine limitations against it. Other one is that it is heavily limited to what was per-scripted and can't always react 100% according to what you decide to do.

And that is another reason why many are disappointed.

Real RPG were not meant to be played "against GM" but to follow the story together. So some times even if you - the human - could foresee something coming or know something cleaver, if you character was not supposed to know that you were not supposed to role play it. .
So if you chose "I'm in it to win it at al cost" approach you will be disappointed. But if you actually try to play an intended role of your character, you will discover a really great experience, something I dare to call the real role playing game.

P.S.
I understand that roots of that disappointment comes from that despite huge hype creation, CDPR did not manage to send clear message that CP2077 will be a totally different game then anything you know. Instead they played on known game-play experience to catch attention from as many player as possible. That created false expectation of what CP2077 will actually be like and when topped with large number of early life bugs, here we are with thousands of people unable to appreciate what they got.
But I wish players would finally stop tryig to simplify CP2077 experience to what Witcher3 or GTA or whatever other game provided and instead take it for what it really has to offer.
For it is a real gem.
Unpolished yet - bugs - but with really great potential of being a genre re-defining game.
The best way to jump on this world right now, if not the only way, is collect resources, up your levels, and go fight with this music on the headphones, or any of your taste. https://www.youtube.com/watch?v=NS-YWINkRv0

Besides fixes and improvments for the performance, this is what we have, none of the dynamic AI capable to have incredible behaviours, few interiors to explore, limited amazing verticality, few consequences, short paths, anyway, this is an action open world. It is a fun game.
Post edited December 26, 2020 by user deleted
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chimera2025: It's funny because at first I thought that I was missing something and that I was somehow missing what the choice was in the game. I slowly began to realize that the choices were very few and not as consequential as I thought. That is when I had a sinking feeling and it occurred to me that the game was not nearly as deep as I thought it would be.
Yeah, I was kind of worried going into that Maelstrom quest that I'd be screwing myself over because I really wanted to put bullets into those clowns but I also worried about all that cool tech that they ought to have access to and how I might have problems if I just blasted a whole warehouse full of them.

Well, that was one really pointless thing to worry about, wasn't it? Maelstrom won't hold a grudge but then it's not really like you can interact with them at all, aside from either killing them or not killing them. If you save Brick then that will help you but saving him with all the other toaster-faces dead is no dfiferent from saving him with everybody taking a nap.
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wayke: Not even a thing the exaggeration is strong with this one, Doom 1 - 2 were little puzzle shooters work out what weapon works best and be done with it.
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Arachnarok_Rider: Doom 1 and 2 were absolutely shooters. But you could prefer the shotgun or the minigun or the rocket launcher or you could kill enemies from this spot or from that spot or just run past them. So many choices!! But of course choices don't matter if they all boil down to the same thing, do they?

How about racing games where you can pick the color of your car? That's player agency, is it? Need for Speed 3: Hot Pursuit, a car-driving RPG coming to a store near you some 25 years ago? And let's not forget the Carmageddon franchise, where you could choose your car and your strategy. That is some real deep role-playing right there, isn't it? No, of course not, because that's not role-playing.

And that's my point. If you cannot interact with the world, if all the choice you have is the shape and color of your weapon then it's not really much of a role-playing situation. It might still be loads of fun, but it's not really the role-playing kind of fun.
So rescue brick or let brick die so later on right ??
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Arachnarok_Rider: Doom 1 and 2 were absolutely shooters. But you could prefer the shotgun or the minigun or the rocket launcher or you could kill enemies from this spot or from that spot or just run past them. So many choices!! But of course choices don't matter if they all boil down to the same thing, do they?

How about racing games where you can pick the color of your car? That's player agency, is it? Need for Speed 3: Hot Pursuit, a car-driving RPG coming to a store near you some 25 years ago? And let's not forget the Carmageddon franchise, where you could choose your car and your strategy. That is some real deep role-playing right there, isn't it? No, of course not, because that's not role-playing.

And that's my point. If you cannot interact with the world, if all the choice you have is the shape and color of your weapon then it's not really much of a role-playing situation. It might still be loads of fun, but it's not really the role-playing kind of fun.
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wayke: So rescue brick or let brick die so later on right ??
Yeah, in this one quest that seems to have gotten the "poster boy" treatment, there actually is a later consequence of you doing something. Multiple, even. You can save or condemn Meredith, you can get a chance to sleep with Meredith, and there's a quest that gets a bit easier if you saved Brick. In this one quest.

But all the regular Maelstrom bangers, they're just walking lootbags. Kill them all, let them live, nobody will care one bit. And every Maelstrom banger you run into outside of this quest are the same. Just murder them all, nobody minds. Not even the next group of Maelstrom bangers. And the next. And the next. And this applies to every group in the game, cops included. Don't have to worry one bit about doing it "on camera" either.
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wayke: So rescue brick or let brick die so later on right ??
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Arachnarok_Rider: Yeah, in this one quest that seems to have gotten the "poster boy" treatment, there actually is a later consequence of you doing something. Multiple, even. You can save or condemn Meredith, you can get a chance to sleep with Meredith, and there's a quest that gets a bit easier if you saved Brick. In this one quest.

But all the regular Maelstrom bangers, they're just walking lootbags. Kill them all, let them live, nobody will care one bit. And every Maelstrom banger you run into outside of this quest are the same. Just murder them all, nobody minds. Not even the next group of Maelstrom bangers. And the next. And the next. And this applies to every group in the game, cops included. Don't have to worry one bit about doing it "on camera" either.
Yeah the security cameras why's there no notoriety with groups if you're seen on cam etc mowing down a group etc, I just tranq cops now with hand launcher which is confusing it's more a a rocket than a dart and people do get blown apart.
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urza7: https://en.wikipedia.org/wiki/Action_role-playing_game#Role-playing_shooter

And i hope all of you are happy now.

But you can't change the fact that it is a mediocre game on all front. Mediocre RPS elements, mediocre open world elements with high quality design. And thats the game oh sorry half the game the other half is somewhere in the dev's office PC if we are lucky, if not the other half of the game not exist.
Yeah, they clearly had no clear road-map for how the game was going to be and just put everything in the game half-baked. Or they did, but some felt it needed to be scrubbed and reworked the last year or two.
Post edited December 26, 2020 by sanscript
Doesn't suck. But I was expecting it to be more like TW3, in terms of characters and world impact. It's not even Skyrim level world impact. Instead, we got watered down GTA.
A new kind of broken RPG. No RPG elements.