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Cyberpunk 2077 Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Ismaul

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Shit got even more retarded then. :lol:

So if CP2077 allows you to kill NPCs essential to quests, that's a straight up incline vs Beth's "sandbox but don't disturb anything" crap.
 

Infinitron

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Shit got even more retarded then. :lol:

So if CP2077 allows you to kill NPCs essential to quests, that's a straight up incline vs Beth's "sandbox but don't disturb anything" crap.

Nobody said that. They just said the game doesn't end if you "fail a mission", but that doesn't mean there won't be cases where there are invulnerable essential NPCs.

In the Witcher series, you usually couldn't even attempt to attack non-hostile NPCs, and that will likely be the case in CP2077 as well.
 

Ismaul

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True, but killing an essential NPC is one of the most obvious ways to fail the mission they were essential for. If most are killable that would already be p. good.

Since this wasn't possible in the Witcher, it would be "revolutionary" as a design approach for CDPR.

But we'll see, won't we?
 

jf8350143

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My bet is that if you kill the essential NPC, you just failed the quest and if the quest is part of major story line, they just find a way for you to continue, like having another NPC shows up to offer you the next quest or something.

The most they can do is let you fail the main quest completely and you get a bad ending for that, then you can go around and keep doing other shit in the city.
 

bat_boro

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It's been some time since I last played it, but wasn't such a system implemented in Gothic 3 10+ years ago? You could kill every NPC there I think? And you could still complete the game? Anybody remembers how that was implemented?
 

Old Hans

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My bet is that if you kill the essential NPC, you just failed the quest and if the quest is part of major story line, they just find a way for you to continue, like having another NPC shows up to offer you the next quest or something.

The most they can do is let you fail the main quest completely and you get a bad ending for that, then you can go around and keep doing other shit in the city.
I can see it now
"son of a bitch you killed Rodrigez. He was going to give us the location of the gang hideout. lucky for you he had the location written down in his person holo-journal'
 

Latelistener

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It's been some time since I last played it, but wasn't such a system implemented in Gothic 3 10+ years ago? You could kill every NPC there I think? And you could still complete the game? Anybody remembers how that was implemented?
There are three endings in the game, one for Innos, one for Beliar and the neutral one (where you banish the gods from the world, which leads to Risen or Gothic 4 if PB hadn't lost the rights).

I think you will be locked out of the first two if you kill important NPCs, but it is needed anyway if you want the Xardas's (neutral) ending. You can kill him too though and still finish the game.
 

Prime Junta

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My bet is that if you kill the essential NPC, you just failed the quest and if the quest is part of major story line, they just find a way for you to continue, like having another NPC shows up to offer you the next quest or something.

Cyberpunk 2077: Return of Biff the Understudy
 

Swigen

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Yobq98h.gif
 

Carrion

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In an ideal RPG you should be able to kill anyone you please and still finish the game, but basically the entire game has to be structured with that in mind. There are only so many backdoors you can include for murderous players, and even those are not always viable (imagine wiping out the entire UNATCO HQ on your first visit there, or Geralt killing Ciri upon meeting her — sure, you could allow the player to do that sort of stuff, but you'd also need to write a very different game). CP2077 will probably have a really tight and fairly linear script, dozens of hours of cutscenes and an equally large number of characters who are integral to the main plot. Hopefully it'll have a more open structure than the Witcher games, but there's no way they'll allow you to kill everyone in a game like this.
 

DalekFlay

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Most companies don't want to spend the time designing a main quest that can be completed with the death of anyone, and I get that. However a nice mid-ground would be a toggle in the menu for either invincible "essential" NPCs or a simple message that says "you can't finish the main quest now" like Morrowind had. Or nothing, if you want that, because why not. That wouldn't be a hard thing to do.
 

Gerrard

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I don't see why the devs should have to accommodate your autistic killing sprees, making the game finishable no matter who you kill is a cop-out itself.
 
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I'd prefer a Morrowind style approach where you can go on a massive killing spree but you will fail all the quests including the main quest, all the factions become hostile to you and pretty much your only way to interact with the game world will be combat. I imagine though that it will be like in Witcher, you won't be able to attack non-hostile NPCs.
Still, a main quest that can accomodate a murderous player can be done:

 

Carrion

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I don't see why the devs should have to accommodate your autistic killing sprees, making the game finishable no matter who you kill is a cop-out itself.
It doesn't have to be a killing spree, it might just be a single NPC that the player wants dead for whatever reason — could be a major player in the game world, or some random hobo who just happens to play a minor part in the main quest. Non-killable NPCs aren't usually problem in games with a set protagonist and/or decent writing, but with blank-slate protagonists it can become annoying or outright infuriating (see: any recent Bethesda game).

I thought the best thing about Morrowind's approach was that you could fail the main quest and still finish the game. You just needed to delve pretty deep into the game to figure out the backdoor.
 

Frozen

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We are going to play as Jersey Shore dude larping as an assassin and your problem is unkillable NPCs.
 

Gerrard

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I don't see why the devs should have to accommodate your autistic killing sprees, making the game finishable no matter who you kill is a cop-out itself.
It doesn't have to be a killing spree, it might just be a single NPC that the player wants dead for whatever reason — could be a major player in the game world, or some random hobo who just happens to play a minor part in the main quest. Non-killable NPCs aren't usually problem in games with a set protagonist and/or decent writing, but with blank-slate protagonists it can become annoying or outright infuriating (see: any recent Bethesda game).

I thought the best thing about Morrowind's approach was that you could fail the main quest and still finish the game. You just needed to delve pretty deep into the game to figure out the backdoor.
I think what games should do more is actually have bad (or just different) ends, ones that aren't just a 3x5 variable states at the exact same "ending" point. Too much to expect from an AAA though.
 

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