Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
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Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#2Contrast this to Bethesda games, where the entire game is an elaborate simulation that can be poked and prodded as you please. In fact I've never even completed a main quest in a Bethesda game, I just spend all my time exploring and dicking around and it's WAY more fun than the on-rails theme park rides that are CDPR games.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#3To tell you the truth, playing these games taught me that I really don't care for quest-dependent games. I feel like CDPR games have no way to interact with their pretty worlds outside of the heavily scripted quests. You can generally just go anywhere you want, take anything, even loot the entire office of the captain of the army, and nobody even reacts. Contrast this to Bethesda games, where the entire game is an el…
I don't think Bethesda has ever quite lived up to that ambition even in the days of Daggerfall and Morrowind, but they have at least tried.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#4It's reminiscent of mobile game designers from the 2010's, and how they were making "engaging" games. Lots of presentations about making engaging experiences that immerse players into the lore of the game world. Actually, just mediocre manipulation tactics pushing people into skinner boxes.
It's all bullshit, and indie game devs would do well to stay naive and simply try to make fun games.
If anything, a much better example of this stuff is in Disco Elysium.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#5To tell you the truth, playing these games taught me that I really don't care for quest-dependent games. I feel like CDPR games have no way to interact with their pretty worlds outside of the heavily scripted quests. You can generally just go anywhere you want, take anything, even loot the entire office of the captain of the army, and nobody even reacts. Contrast this to Bethesda games, where the entire game is an el…
Cyberpunk is unfortunately nowhere near as good in terms of the story as the Witcher.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#6To tell you the truth, playing these games taught me that I really don't care for quest-dependent games. I feel like CDPR games have no way to interact with their pretty worlds outside of the heavily scripted quests. You can generally just go anywhere you want, take anything, even loot the entire office of the captain of the army, and nobody even reacts. Contrast this to Bethesda games, where the entire game is an el…
I like simulation-like open world games, but Witcher 3 was one of the very few games with a good story. To be honest I think the only one that I cared about. Especially the bloody baron questline was amazing storytelling. Heart of Stone was also great story based on Polish ballad Mr. Twardowski. Cyberpunk is unfortunately nowhere near as good in terms of the story as the Witcher.
Everyone mentions the blood baron quest - and yes, it was great, outstanding even. I've never seen anyone mention anything after that point - it's just a mess of narrative that gets in the way of some other great content in that game.
Cyberpunk has great main quest and memorable side stories.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#7Earlier quoted context omitted.
I like simulation-like open world games, but Witcher 3 was one of the very few games with a good story. To be honest I think the only one that I cared about. Especially the bloody baron questline was amazing storytelling. Heart of Stone was also great story based on Polish ballad Mr. Twardowski. Cyberpunk is unfortunately nowhere near as good in terms of the story as the Witcher.
Hard disagree, cyberpunk had a fantastic story, compared to the witcher 3 that I've tried to finish about 4 separate times and failed every time - the side quests are fantastic, the main quest is just unbelievably dragged out and boring. Everyone mentions the blood baron quest - and yes, it was great, outstanding even. I've never seen anyone mention anything after that point - it's just a mess of narrative that gets…
I lost interest in Cyberpunk quite early. To me Cyberpunk is too American with overdone themes. Although the Cyberpunk anime is great. Simple story, but has really well put together characters and delivers emotional punch. I will have to try to get back to the game. Maybe on second try it will be better.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#8To tell you the truth, playing these games taught me that I really don't care for quest-dependent games. I feel like CDPR games have no way to interact with their pretty worlds outside of the heavily scripted quests. You can generally just go anywhere you want, take anything, even loot the entire office of the captain of the army, and nobody even reacts. Contrast this to Bethesda games, where the entire game is an el…
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#9The hell is he talking about? Witcher 3 and Cyberpunk 2077 are way past the golden age of gaming. They have nothing worthwhile to contribute here. It's reminiscent of mobile game designers from the 2010's, and how they were making "engaging" games. Lots of presentations about making engaging experiences that immerse players into the lore of the game world. Actually, just mediocre manipulation tactics pushing people i…
This is a summary of a presentation by CD Projekt employee talking about the two games he's worked on, so naturally it's focused on those two games.
Re: Key takeaways from the quest design of Cyberpunk 2077 and The Witcher 3
#10To tell you the truth, playing these games taught me that I really don't care for quest-dependent games. I feel like CDPR games have no way to interact with their pretty worlds outside of the heavily scripted quests. You can generally just go anywhere you want, take anything, even loot the entire office of the captain of the army, and nobody even reacts. Contrast this to Bethesda games, where the entire game is an el…
I've long been a fan of open world MMOs with basically next to no mandatory quests. Think Runescape, Ragnarok Online, MapleStory, etc. Loved them, and Ragnarok Online is to this day still among my top favorite games of all time.
One day, Guild Wars 2 dropped to great hype and fanfare and I bought it to try it out.
Good fucking god damn hell in a shit basket, I fucking hated it. Quests everywhere. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests. Quests.
Walk around a bit? Here's a side quest! Pan the camera? Here please take this quest! No? How about this quest?!
It is still the worst use of $60 bucks that I've ever spent.