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Zgłoś problem z tłumaczeniem
I do think they could have saved themselves a lot of grief by rephrasing Vik's words as "you'll know when it's urgent, could be a month, could be a year, but when it happens you must act", with Embers serving as the trigger. But even so, this is no more severe a problem than pretty much any other open world game. Is it because the issue is one faced by the player character directly?
It's a fundamental narrative design error that causes the characters motivations and the players motivations to fall out of synch. It's actually a very common problem in open world games.
But you can just...not write primary narratives that are urgent, and when side missions are urgent, have them *actually be* urgent. Or have a primary narrative that is urgent and have it actually be urgent.
Good examples of one or both approaches include: Fallout 1, Fallout 2, Fallout New Vegas, Dead Rising (all except the most recent,) Outward, Pillars of Eternity 1 and (to a lesser extent) 2, Saints Row 2 and 3, Morrowind, and Kingdoms of Amalur: Reckoning.
The needs of a well designed narrative in an open world game are just *different* than the needs of a well designed narrative in a more linear game, and too few studios actually understand that.
(PS: 'it's a game you can just stand there and it will wait for you' is not a valid argument. Obviously if you're *trying* to break the games narrative you can do so, you can do it just as easily with a book by reading everything out of order. That's not really what the discussion is about)
Yes, a million other games do it.
Yes, all of those games bug me with it.
Basically, Cyberpunk is trying to tell a story about death and the nature of the soul. How better to do that than to place the player at the centre of those questions. It then informs all the content of the game.
But with that are going, necessarily, to come some suspension of disbelief moments. You cannot tell that tale without urgency, it would have no stakes. "You'll die one day" is a universal truth. And I think the game would be a lot shi**ier if it were telling a story about evil corporations trying to take over the world,* rather than daring to broach the big, cyberpunk questions.
So I have never been more happy to suspend my disbelief in a game.
* Yes I know many people seem to think that is what the game is about.
The original Fallout also had to patch in an extended timer because the original was much too short for people to play the game, but people like to ignore that fact.
literally every game ever does the same thing. It's a mechanism for creating tension that doesn't work but seems they can't stop using it.
Such as having Vic say "weeks, months? Simply no way to know, you'd have to find an expert on the Relic". Currently when you don't ask for all the detes he actually gives you a much more vague answer that works better in the narrative.
When someone wants to meet up, just have them say "call at night and then I'll meet you at blah blah blah" instead if tonight, and so forth.
Small easy changes like this would resolve most of these sort of issues.