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Tópico oficial Cyberpunk 2077 | Ultimate Edition

OUTKAST

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Seria bem bacana se aproveitassem ao máximo os recursos dos consoles, pra lançar um jogo topíssimo, na engine de modo geral. Igual quando a Rockstar tirou leite de pedra lançando o GTA V pra PS3 e X360.
 


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Cyberpunk 2077 looks like the kind of game you’re going to be playing more than once.

The adventure begins with three different playable prologues depending on the origin story you choose for protagonist V, called lifepaths.

“The player in Cyberpunk 2077 can create a custom character that has one of three origin stories, that we call lifepaths: you can be Nomad, Corpo or Street Kid,” lead quest designer Paweł Sasko told VG247 at E3 this year.

“Each of that Lifepaths has a different starting location and story background that are strongly connected with the origin story. Anything more I say can reveal too much from the story, so I will leave it like this.”

As well as changing how Cyberpunk 2077 begins, these lifepaths will have dramatic consequences on specific missions as well. CDPR senior quest designer Philipp Weber gave a specific example in a recent Q&A.

“As quest designers we were already used to [telling] nonlinear stories, so having a character like V gave us more of what we already like to do,” Weber said. “The lifepaths are actually one of my favorite features, because they just give us more roleplaying opportunities. A Nomad can of course solve some problems much better than a Corpo, but put him into a board room and he might not really have the best way to lead a conversation the way he wants to.

“So when we come up with challenges, we also like to think how different lifepaths could solve them effectively. This will hopefully give players lots of motivation to play the game multiple times, because they can have a completely new experience.

“The new gameplay options thanks to our fluid class system essentially give us more opportunities to make our quests even more nonlinear. It’s a lot of fun to work with our level and encounter designers on locations for our quests, because there are always so many different options we can come up with. And sometimes, these options can then also change the story, so just like the lifepath, these gameplay abilities just make it easier for us to make the quest more nonlinear than ever.”

It sounds like we’ll be playing through Cyberpunk 2077 at least three times, then. But lifepaths and the class system aren’t the only factors that impact how quests can play out. Cyberpunk 2077 also features optional companions – taking these along on certain quests could change the outcome, since these characters may also have their own motivations.

“It essentially means having to implement a good chunk of this quest two times, because we of course want to have a very different experience if you have someone with you,” Weber explained. “They will take part in dialogues and the whole story can go into a different direction if they’re there or not. So in some ways it can feel like playing a completely new quest.

“At the end of the day it’s a lot of work, but it’s also one of the best feelings when you can make a quest that can be so different for the people playing it. So yes, it’s hard to do, but it’s absolutely worth it!”

CD Projekt also reinforced the fact that each quest will be handcrafted and have its own storyline, ranging from short skits to epic, multi-layered missions. There won’t be any procedural missions to pad things out.

“For us, quality is always more important than quantity, and we just couldn’t deliver this quality with modules we assemble in different ways to create these random quests,” Weber said. “We don’t just want to keep people busy, but actually give them something to do that’s worth their while. The decisions players make can really shape what the story becomes and also what kind of themes it leaves you with. If we make a story that has nothing to say, then what would be the point of telling it?”
 

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Plenty of massive open world RPG games have procedurally generated quests: Skyrim and Fallout 4 are most notable, thanks to Bethesda Softworks' Radiant AI tech. But it's fairly common for loot-oriented games like Diablo and The Division to have them too. Cyberpunk 2077, on the other hand, definitely will not have them.

That's according to quest design coordinator Philipp Weber, who recently answered a bunch of questions in the CD Projekt Red forums. "Every quest in the game is handcrafted," he wrote. "For us, quality is always more important than quantity, and we just couldn’t deliver this quality with modules we assemble in different ways to create these random quests. We don’t just want to keep people busy, but actually give them something to do that’s worth their while."

Weber also assured readers that despite everything being handcrafted, the game would still be big. "But we’re making a big Open World RPG of course, so that also means that despite our quests being handcrafted, we tried to make a whole lot of them, so players can have fun in the game for many hours," he said.

The interview has some other interesting tidbits as well. Side quests will vary in size, and it sounds like some will be longer and more complex than story missions, which won't come as a surprise to players of The Witcher 3. But it's the game's other tier of mission, called Street Stories, that sounds especially interesting. According to Weber, these will most closely resemble Geralt's monster hunting missions in The Witcher 3.

"These are the jobs that V gets from fixers like Dexter DeShawn, and doing these jobs gives V more street cred, so she gets a reputation around the city," Weber said. "These jobs can be very varied and of course also benefit a lot from our different playstyles, so there’s often many creative ways to solve them."

"Street Stories are designed and implemented by our Open World Team, so as a quest designer I’m actually really looking forward towards playing them myself, because I don’t know them as well as other quests in the game and I’ll be able to play them almost as any other player."


You can check out the full interview here. Cheers, PCGamesN, for the heads up.
 

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That’s according to level designer Max Pears, who told VGC at Tokyo Game Show that the mode needed to “fit” with how the Warsaw-based studio designs games, suggesting that it could have strong ties with the game’s narrative.

In September CDPR confirmed it will add a multiplayer mode to Cyberpunk 2077 following the game’s April 2020 release. The developer’s official line on multiplayer was previously that it had been “researching” the concept since as early as June 2018.

Asked why it was important to spend so long in R&D before committing to the mode, designer Pears said:

“I can’t say too much on it because it’s still going through its process, but it’s about making sure that multiplayer fits in with the lore of the world and it feels right.

It’s about making sure it fits in with who we are as a company as well, because story is so important to us, plus it needs to fit in with how we design and deliver games."

“That’s why it was so important to go through the R&D process with it, to make sure that we’re not just throwing something in and that it feels like a CD Projekt Red multiplayer that has our beliefs and design philosophy.”


He added: “We’ve still got work going on and we’re hiring to make sure that we get the right people for the job. The main focus is still single-player right now and we’re making sure that people understand that this world is more than big enough for single-player.”
 

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Even though there are some highly anticipated titles due this Holiday season, nothing compares to the hype surrounding Cyberpunk 2077. The Last of Us Part II might reach similar levels upon its release date announcement if that happens as expected later today.

Luckily, CD Projekt RED has been providing fans with lots of new Cyberpunk 2077 tidbits lately through various press interviews. The latest one appeared on PlayStation Official Magazine (November 2019, issue 167), where Senior Concept Artist and Coordinator Marthe Jonkers highlighted the importance of verticality in the exploration of Night City.

The city is really the core of Cyberpunk 2077. We approached it very holistically; we started with very big ideas of the city and then went into detail and detail and detail and detail. We have an urban planner in the team, for instance, which really helps us with the map and the layout to make the city feel very realistic.

We now have this option of vertical exploration that we didn’t really have in The Witcher, which was more of a spread-out map. We really take advantage of that, and we have a lot of ways of going up and down.


Jonkers also wanted to make it clear that while Cyberpunk 2077’s Night City is big, there is a focus on quality exploration versus quantity.

Night City is enormous. But we also value quality over quantity, I have to be honest about that. There’s a lot to explore, but we would never just make all these half-empty buildings. We make sure that wherever you go, you actually get this high quality of exploration. We really try to make sure that around almost every corner there’s something interesting. When you’re somewhere you can already see another thing that might be interesting.

So it’s really like a puzzle, actually, when you think about Night City and how we designed it, a sort of big 3D puzzle to make sure that stuff stays interesting and not repetitive.


Her mention of players always being able to spot something interesting, wherever they may be, seems to be an indirect confirmation that the 40-second rule seen in The Witcher 3 is still there. If you’re not familiar with it, that’s a rule CD Projekt RED came up with to ensure the open world always had something that would catch the player’s eye, every forty seconds or so. Given how much praise The Witcher 3’s open world got, that’s definitely a good sign.
 

Fruchtsaft

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Aproveitando o tópico. Por que todo filme Cyberpunk apresenta alguém fumando? Claramente uma propaganda pró tabagismo - meio óbvio. O que acho problemático nisso é a incongruência entre um futuro e o hábito de fumar - arcaico demais. Não vão inventar drogas melhores no futuro, com menos riscos e mais interessantes do que botar fumaça pra dentro? OFF - TOPIC. E olha que sou fumante e vejo isso como empurrar o consumo a todo custo - mesmo que seja incompatível com a história e o universo. Além disso, o cyberpunk se tornou uma espécie de gênero futurista e não o futurismo em si. Maioria dos filmes com temática cyberpunk:
  • Luzes roxas
  • Cidades super lotadas
  • Tudo escuro
  • Não existe dia
  • As pessoas fumam e ainda bebem
  • Drogas sintéticas não se popularizaram
Apesar de Remember Me não ser um jogo tão bom, o universo do jogo é bem feito e a arte é impecável. É um jogo futurista e representa o futuro de uma maneira mais próxima da realidade. Só estou escrevendo isso para ter uma conversa com a galera e não quero desmerecer nada. Eu gosto do gênero cyberpunk, mas tá precisando ter uma atualização. Para quem assistiu Judge Dredd de 2012, deve ter percebido como o filme conseguiu alinhar os problemas do presente com tecnologias avançadas e uma temática social forte - e ainda apresenta um cenário cyberpunk. Acho que o cyberpunk deveria ser mais do que simplesmente neon lights, roxo, escuridão, crowding e pessoas fumando com roupas estranhas.
 

Seladonia

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Even though there are some highly anticipated titles due this Holiday season, nothing compares to the hype surrounding Cyberpunk 2077. The Last of Us Part II might reach similar levels upon its release date announcement if that happens as expected later today.

Luckily, CD Projekt RED has been providing fans with lots of new Cyberpunk 2077 tidbits lately through various press interviews. The latest one appeared on PlayStation Official Magazine (November 2019, issue 167), where Senior Concept Artist and Coordinator Marthe Jonkers highlighted the importance of verticality in the exploration of Night City.

The city is really the core of Cyberpunk 2077. We approached it very holistically; we started with very big ideas of the city and then went into detail and detail and detail and detail. We have an urban planner in the team, for instance, which really helps us with the map and the layout to make the city feel very realistic.

We now have this option of vertical exploration that we didn’t really have in The Witcher, which was more of a spread-out map. We really take advantage of that, and we have a lot of ways of going up and down.


Jonkers also wanted to make it clear that while Cyberpunk 2077’s Night City is big, there is a focus on quality exploration versus quantity.

Night City is enormous. But we also value quality over quantity, I have to be honest about that. There’s a lot to explore, but we would never just make all these half-empty buildings. We make sure that wherever you go, you actually get this high quality of exploration. We really try to make sure that around almost every corner there’s something interesting. When you’re somewhere you can already see another thing that might be interesting.

So it’s really like a puzzle, actually, when you think about Night City and how we designed it, a sort of big 3D puzzle to make sure that stuff stays interesting and not repetitive.


Her mention of players always being able to spot something interesting, wherever they may be, seems to be an indirect confirmation that the 40-second rule seen in The Witcher 3 is still there. If you’re not familiar with it, that’s a rule CD Projekt RED came up with to ensure the open world always had something that would catch the player’s eye, every forty seconds or so. Given how much praise The Witcher 3’s open world got, that’s definitely a good sign.
Imagina uma buzzword besta demais...

Única vez que esse papo de "Verticalidade" foi relevante foi na época do QUAKE 1 já que no DOOM os mapas eram só horizontais e nem precisava olhar pra cima ou pra baixo pra terminar o jogo.
 

Buenos

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