@IMAHAPYHIPPO: i don't think it's wrong, either. It's just a direct way to play the game. If you want to role play as a run-and-gun you can. Seems like a perfectly legit way to interact with that world. I think the only problem is if someone doesn't explore the more complex systems and just concludes "how is this different from GTA" <- when really they've just missed a whole layer to the affair
Shouldn't those systems be apparent for the player? The player shouldn't need to delve into a core mechanic of the game to appreciate or take advantage of it. I only just started and I can't play for more than 30 minutes at the moment because they tire me with the gameplay to cutscene ratio, so I haven't reached far enough into the game.
They tutorialize all of the main systems, but one area that probably needed more refinement is the overall pacing of the early missions. The general rule of introducing a new mechanic (specifically in level design) is: introduce/teach/reinforce/challenge/surprise.
Because the game doesn't funnel you down any path at any point, you can play the hacking tutorial mission and then not play another mission that needs you to hack for like 15 hours (or ever again), so the game hasn't ensured that you actually know how to perform that action. A basic design principle is: if your player hasn't done something at least three times, you can't assume they know how to do it.
Open world games have, and will continue to, struggle with the balance between player freedom and proper tutorialization. I think Red Dead 2 did it quite well from a narrative standpoint. They use bad weather to confine players into a smaller section of the map to ensure they know what they're doing when they leave. Breath of the Wild still takes the cake. To leave the Great Plateau, you have to prove you can perform all of the base mechanics and are capable of playing almost every aspect of the game before it lets you loose on the main overworld.
Cyberpunk is an odd duck. It does a lot of things exceptionally well, and it does a lot of things in a very dated way. The mission structure, tutorial content, and interlocking systems follow very outdated design philosophies.
But at the same time, I'm also glad that if I don't want to play the hacker build, I can ignore all of that and play the game the way I want to play it.
@diefthyntis: yeah honestly that part of his argument, and Ghost piling on calling it just a GTA, is the part I find the most baffling. Could you play it like GTA if you wanted? Sure.... I guess... ignoring all the build and playstyle options is technically one way to "role play".
Honestly, I was playing it like GTA until a buddy of mine came over and showed me all the hacking systems. Totally changes the game. But it's nice that the game is accessible enough that you can play it like a basic open world game if that's your jam. It's a testament to good system design if your players can play the game "wrong" and still have fun.
Not yet but I'll get hyped if Nintendo is going to be all out war against the new gen consoles. First they need to release the Switch Pro. Then, I want Nintendo to release BotW2 at the same time as Horizon Forbidden West, MP4 at the same time as Halo Infinite, and Beyonetta 3 at the same time as GoW Ragnarok. Imagine how exciting SW would be if these happened. The battle between PS5 and SeriesS/X is too one-sided and boring. I want Nintendo to shuffle the situation.
If you're excited about Breath of the Wild 2 and Metroid Prime 4, why does it matter if it releases in the same window as MS and Sony games?