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It'll still be on rails guided by an AI but in a different direction by curtesy of randomly generated quests and such.
There is no such thing as true freedom. Past, present and future. You're just changing the leash, so to speak.
If your definition of being "on rails" includes literally any form of story structure then that definition has been made so broad as to be useless.
There are things existing between on rails and sandbox games. BG3 is not a directionless sandbox but neither is it on rails.
I don't see how allying with Gortash could have worked in the situation as written, for instance. Most other railroading choices are like that one.
They could have written something different, of course. But they didn't. Which leaves BG3 somewhere in the middle of contemporary games on that particular spectrum.
How much this matters is one of those personal tastes things.
It feels like you need to clear the content from each map and move to the next. I guess this type of design it's inherent to the story of the characters and could not be done in other way
On the other end pretty much every crpg is like this but I think others managed to hide this in a better way.
For instance in BG1 and BG2 the world feels more open and epic since from the start, despite there also having maps that needs to be cleared out. I don't know how to explain this.
In BG2, for example, the first act in the city of Amn, Athkatla, you feel pretty much adventurers going about your own business, even though you just came out from a prologue that has sets you on a destined path very clearly. Despite that, you will be spending many hours wandering around and discovering the world before the overarching story catches up.
Yep because the main plot is on rails. Now I disagree with you on BG1 and BG2 as those games are more linear in my opinion but I do get your take on that. But essentially BG3 is a game with a plot that is on rails (as it should be considering it's Larian acting as the DM in a table top game) while other aspects are more sandbox in terms of how you can run into side quests and sub plots. The map itself is definitely not open world or sandbox being that it's bordered between Acts and has little to nothing of value as a means to provide any creative substance on it's own and the encounters are finite.
Yep.
There's only two definitive endings in the base game of 2077.
Dead or dying.
Phantom Liberty introduces an amazing alternative!
Cured but handicapped as far as V's career goes (their body can no longer handle implants). A pretty big L as far as 2077 lore goes, where Cybernetic augmentation is the norm.
A complete lie.
Play the game.
1) Stored in Mikoshi (you're an Engram. You're dead. The Devil Ending).
2) Off with Alt beyond the Blackwall letting Johnny take your body. (You're an Engram. You're dead. Even Johnny recognises he's dead before then).
3) Off with the Adelcaldos. (You have 6 months to live. It's terminal).
4) V shoots themselves. (You're dead).
5) V partakes in a final Space Heist at the behest of Mr Blue Eyes after being 'cured' (you have 6 months to live. It's terminal).
6) Phantom Liberty: the NUSA cures you but informs you that you were in a 2 year Coma and your body can no longer receive signals from cybernetic implants or it'd harm and potentially kill them. V is seen walking off to join the crowd of ordinary people, fading away.
Sounds like...
Dead, dying, or gone.
Please stop ban evading, Cassidy.
Played the game. Anyone with internet access can just go see that your statement is a lie or they can play the game themselves. I'd also direct you to the cyberpunk forums to explain there how there's only two endings.
Not really seeing how running around doing adventuring stuff to make enough money before the plot can progress is significantly more open or 'going about your own business' than running around doing adventuring stuff while gathering clues about the predicament your characters have found themselves in.
well I have already said in my post that other crpg have the same issue, but somehow manage to mask it with story devices or other ways
For instance in BG2 at the beginning you focus on mini adventures that thematically have nothing to do with your predicament beside making you a bit more rich which helps then towards that same predicament you were stuck at the beginning. These adventures moves you around the world (city and outdoors), thus adding more context to the world you live in, at the same time as you progress through the story.
If we analyze the first act in BG3, it's just druids, goblins and refugees revolving around the same conflict and you are in the middle of it. Sure, there are a lot of side quests but they all spin around each other, they just provide alternate ways to tackle the same issue.
You only get a glimpse of the world outside yours, by the books you find and some encounters (factions etc)
There was one other person who regularly did this and now I'm very, very certain that person is permanently community-banned on steam.