It sounds like Cyberpunk 2077 is taking its role-playing very seriously, as a recent developer interview on German site GameStar (thanks Reddit for the translation) reveals an interesting detail regarding mission design.
The gist of it is that you'll never see a game over screen unless you character dies. Supposedly, this means that missions can fail and the story will simply carry on. Sure, your sloppy handiwork may have consequences later down the line, but that's what role-playing's all about, innit.
We love stuff like this. Remember how in old Assassin's Creed games, for example, you'd have those instant-fail stealth sections where you'd hit a game over screen if you were spotted? None of that nonsense here, and boy are we glad.
What do you make of this design? Don't botch the job in the comments section below.
[source gamestar.de, via reddit.com]
Comments 30
Looking forward to complete the game with 100% failed quests.
This is coming from a guy who completed the Witcher 3 with the whole world ruled by the bad guy.
Cool, sounds like a natural gameplay element. This game can't come soon enough for me.
You fail, but life goes on. I can dig it.
That's an interesting way of doing things. As long as it's done well (and they've given us no reason to assume it won't be), then it should be fun to see what effect your successes and fails have.
Sounds interesting, this was one of my biggest pet peeves from a certain western game recently in that any small deviation from its mission structure resulted in failure. I much prefer open ended options in games like these and can't wait to give this a go
looks interesting,and yeah this open ended structure does fit the rpg mold.
but it's not something that every game should follow though.
Crawl slow and hide behind a horse and cart, listen carefully and pretend you care. Almost as bad as escorts missions with awful AI.
@jdv95 RDR2
I failed a quest in The Witcher 3 (one for Cleaver) and it brought the OCD out in me whenever I saw the big red X in the quest log.
I reckon Cyberpunk 2077 will be my new favourite game in the whole wide world.
@carlos82 yeah i got it after reading your comment again. forgot the western part at first
@Krest_arisen It's been a thing since way before Witcher 3.
Incredible. Things like this be game/genre defining.
You don't get a game over for failing missions in MOST games. So what exactly is so revolutionary about this?
Make sure you have a 'manual' save before undertaking any mission so you can either load up that save or carry on - that way you get the choice if the idea of failing missions upsets you...
Oh like ghost recon Wildlands where you get game over if you accidentally kill civis who get in the way during the mission.
@carlos82 Lol why do you want to run away in the middle of a mission though. In AC Odyssey's case, when you do that, the enemies lives refill when you return so I don't see the point.
@BAMozzy this just encourages save summing especially when it comes to missables.
But i get a little frustrated with retrying same sections over and over and the autosaving doesn't help 😂
@TheArt I don't mean things like that but you have to follow a very set path most of the time which is at odds with the open world. The best example I can remember was a mission where you have to steal a coach and are told to park in a secluded spot, so I did and nothing happened before noticing that you have to park in a spot selected for you on the map. There were others too like when escaping from a robbery I left town by a route of my choosing and not the games and was presented with mission failed. There are definitely times when missions benefit from such a structure but imagine a Rockstar game where you get to choose when and how to rob a bank. With you scouting it and any law enforcement nearby and being able to pull it off with how well you planned it and escape back to camp, all without the game not arbitrarily deciding that it went tits up every single time.
@carlos82 Well I actually prefer Rockstar's Mission Failed thing when you stray off a path, so I can start from a checkpoint if I made a wrong dialogue choice in between missions. I usually intentionally run off in GTAV or RDR2 if I don't like how a particular section in a mission played out. With games that never fail you I don't see how you can start from a checkpoint unless you reload or get killed. And if there are autosaves at mission checkpoints and say you made a wrong choice somewhere, you likely have to reload the entire mission unless the game autosaves on multiple files.
It's testament to RDR2's otherwise immense quality that the crazily prescriptive mission rules didn't ruin it.
What ever CDPR thinks will make the experience the best is fine with me.
I love this idea. It's quite common in pcrpgs and it's good to see it making the transition into aaa games. Very pumped for cyberpunk it looks fresh and unique.
@TheArt it's not just about failing missions and that be the end of it and I agree that's just a bit rubbish, however if done well those failures lead to something else down the line or the mission itself has multiple endings with obvious consequences either way
I've been enjoying playing divinity 2 precisely for this reason, and the freedom one's given to make their character whatever type of person, and hence, effecting the outcome of the journey in that way, rather than failing a mission for killing a necessary npc. I can murder and plunder corpses to my hearts content, and nothing can hold me back!
I am going to be saving this game sooo often. Like I did with The Witcher. I had to know what all the immediate outcomes were for pretty much every choice lol.
@Salt_AU that's your opinion chief and your entitled to it. That being said the witcher 3 set the bench mark of what large open world action games should be going forward, was extremely popular with critics and fans and sold a butt load of copies. So overwhelming evidence is that, objectively speaking, it really was pretty good... Kid.
How many RPGs have a 'game over' screen though? I mean, you are comparing an RPG with some old Assassin's Creed, i.e. a stealth-action game ... games where stealth was a big part of the challenge, similar to Hitman or Splinter Cell. Stealth is sort of the point with these games. You might as well have used 'Unlike an old Burnout or Mario game, you won't get a Game Over screen if you play this RPG if you fail something'. I get the point, but still ...
It's easy to criticize the prescriptive approach, but these are usually there to tell a specific story. The possible issue with these more open structures is that you won't get a deeper story, but something more shallow and comparatively empty, at least that has been my general experience. It depends in the developer's crafting of-course.
@Salt_AU I couldn't have been more placid. You gave an opinion, I offered a counter point. Basic conversation.
@Salt_AU Explain why the Witcher 3 wasn't good
@Salt_AU The depth of the characters and the quests, and the beauty of the world is what made it for me. I did not care about anything else. It's unfortunate that you didn't experience the game as I did.
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