It's quite funny actually, on my first character I was so into the presentation of the main story that I really took Vik's phrase of "two weeks tops" seriously.
TWO WEEKS TOPS??? OMG I BETTER GET MY FINGER OUT OF MY ARSE AND FIGURE OUT THIS CHIP PROBLEM!!! And on that first character I did absolutely zero open world stuff, and only a few side-quests, only focusing on the 3 MQ parts, getting as far as finishing the first phases of the 3 main branches. In fact, I had almost no cognizance that there was an open world aspect to the game at all up to that point. I assiduously met Takemura on the very evening I got his message to meet, etc., etc.
And I think in some ways that first playthrough was actually a pristine, innocent experience with a high level of engagement and immersion - as some have said, you could have easily made the whole game like that, without any open world aspect, without much in the way of side-levelling reqs, and it would have been a fine cinematic action adventure experience.
But then I discovered the open world, and realized there's no actual time limitations - and that spoiled the experience somewhat (although there was compensating fun in doing the open world stuff).
Yeah that's the whole game in a nutshell, starting out innocently believing that this is an actual world that one can get immersed in, and then having that immersion destroyed by bugs, inconsistent storytelling, shitty AI, game-ruining balance issues, nonsensical characters, stupid Easter eggs, hilarious 'physics', etc
What I mean: compare the degree of mixing story exposition with gameplay systems in Witcher 3 vs in Cyberpunk 2077.
In Witcher 3 a typical quest is a cocktail of little activities, neither of them anything special, or complex, or remarkable - one example scheme would be some dialogue and haggling, some riding, some "follow the red", some dialogue, some combat. You switch these often enough and make each of them last long enough so that the player is entertained without being especially challenged with difficulty. Provide a little branching decision on top, short-term and long-term consequence, and you have a great Witcher 3 quest.
Now try to name quests in Cyberpunk 2077 which sucessfully combine, in a good degree, the following elements - dialogue, driving, hacking, sneaking, "scanning for clues", jump-and-climbing, shooting. There are a number of quests that mix the elements, but at least for me it never feels as good as in Witcher 3. To the extent to which this mixing is well executed, it's in the side missions. The main quest is too much on rails and too much leaning on dialogue compared to the Witcher 3 main quest. As for the gigs - some are well done (I can think of the one with the retrieval of the Samurai record and the car) but inevitably too small-scale compared to Witcher 3 side quests. As for the NCPD concerned citizen tasks - they are just trash combat with some text dump shard acting as a fig leaf, sorry.
V is more akin to the Warden in DAO - lifepaths instead of origins, but otherwise a blank slate.
My understanding of a blank slate is more extreme - the Vault Dweller is a blank slate for me. Yet in Origins there was a lot more paths to what you might become based on your gender and origin combination than anything you can get in CP77, even though CP77 only needed to provide for three origin stories.
I don't think that CDPR compromised by balancing between these two.
I did not mean that it compromises between these two, but that it compromises on both these fronts. One front is C&C - CP77 lacks branching main story and lacks interwovenness of side quests with the main quest, a step back from Witcher 3. The other front is the characterisation - CP77 comes up with excuses to not develop your main character. V's main motivation at the start is "to become rich and famous", which shoehornes all three "origin stories" into a motivation which doesn't necessearily agree with the origins' premises. This motivation soon switches to "try to save myself after
my soul being Awakened a generic time bomb curse". Oh what a pity, we were just going to present your character from more viewpoints, but now his motivation is reduced to the most common instinct of every life form - to protect its life functions.