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Today I had a discussion with my friend, he was talking about CP77 so I decided to hop in and ask him if the story would adapt to the players actions, such as killing an NPC.
He answer with "there are multiple endings" but that didnt seem like much of a response to me.

I mean, in that sense, so does GTA 4 and thats quite a liniar game.
Theres a specific mission where you can choose to save or kill some guy and then the story changes depending on that action. But thats rather cheap, I meant it in a fallout kind of way, as in, you can kill any character at all at any point and the story will just go on with it.

This question makes me quite curious because CP77 seems to be trying hint at every corner that player agency is very important to the game, yet I have not seen any actual... proof.
In the 40 minute demo, most actions were rather standard and expected... What would have happened if you shot the girl in the tub? can you kill your companion? what about just going on a murder rage and killing every NPC, what happens then?

TL;DR I wanna know to what degree the player is given freedom to interact with the story, is it an immersive sim? or is it like GTA were any drastic move results in a GAME OVER screen?
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Alemismun: Today I had a discussion with my friend, he was talking about CP77 so I decided to hop in and ask him if the story would adapt to the players actions, such as killing an NPC.
He answer with "there are multiple endings" but that didnt seem like much of a response to me.

I mean, in that sense, so does GTA 4 and thats quite a liniar game.
Theres a specific mission where you can choose to save or kill some guy and then the story changes depending on that action. But thats rather cheap, I meant it in a fallout kind of way, as in, you can kill any character at all at any point and the story will just go on with it.

This question makes me quite curious because CP77 seems to be trying hint at every corner that player agency is very important to the game, yet I have not seen any actual... proof.
In the 40 minute demo, most actions were rather standard and expected... What would have happened if you shot the girl in the tub? can you kill your companion? what about just going on a murder rage and killing every NPC, what happens then?

TL;DR I wanna know to what degree the player is given freedom to interact with the story, is it an immersive sim? or is it like GTA were any drastic move results in a GAME OVER screen?
Currently unknown if you can just randomly start shooting important NPC's but they have said if you fuck a quest up the game won't give you a game over and you will have to push forward with the consequences.
Like for example if you do an escort quest and whoever you are escorting dies, the game will not give you a game over screen, the game will try to react to the fact that you let said person die
avatar
Alemismun: Today I had a discussion with my friend, he was talking about CP77 so I decided to hop in and ask him if the story would adapt to the players actions, such as killing an NPC.
He answer with "there are multiple endings" but that didnt seem like much of a response to me.

I mean, in that sense, so does GTA 4 and thats quite a liniar game.
Theres a specific mission where you can choose to save or kill some guy and then the story changes depending on that action. But thats rather cheap, I meant it in a fallout kind of way, as in, you can kill any character at all at any point and the story will just go on with it.

This question makes me quite curious because CP77 seems to be trying hint at every corner that player agency is very important to the game, yet I have not seen any actual... proof.
In the 40 minute demo, most actions were rather standard and expected... What would have happened if you shot the girl in the tub? can you kill your companion? what about just going on a murder rage and killing every NPC, what happens then?

TL;DR I wanna know to what degree the player is given freedom to interact with the story, is it an immersive sim? or is it like GTA were any drastic move results in a GAME OVER screen?
avatar
DarklordGriffen: Currently unknown if you can just randomly start shooting important NPC's but they have said if you fuck a quest up the game won't give you a game over and you will have to push forward with the consequences.
Like for example if you do an escort quest and whoever you are escorting dies, the game will not give you a game over screen, the game will try to react to the fact that you let said person die
That is very interesting. I really enjoyed The Witcher 3 but I felt that it had some issues like what I mentioned in my wishes and hopes for CyberPunk2077 thread

"3. Warn players in game (maybe as an optional feature that can be turned on or off in the settings) when choosing dialogue options or completing quests in a certain way that will lock them out of certain quests/quest lines/ alienate characters from wanting to talk to you. Witcher 3 had this as a major issue and you could do the quests, but just because you didn't do them exactly a certain way or because you used a certain dialogue, you would discover hours and days in real time after the fact that you failed so many different number of quests and/or can never talk to certain characters ever again, basically for no real obvious logical reason at all. This is immersion shattering for me and I hope true freedom of choice actually happens in cyberpunk 2077 because I did not feel like I really had the freedom to choose anything in Witcher 3."
Post edited June 19, 2019 by fridgeband