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I exactly DONT play games with such mechanics intentionally only to get forced into such a terrible sequence without any chance to alter the situation.
I work at a game studio (I'm an artist), mission designers tend to do those things for cinematic ambience. I get it. But man, I hate this. I don't get why once your base game loop has been established you can't stick to your guns.
"people will get bored!"
Yeah and they'll go play something else for a few hours and come back when they want what you're offering. They're not going to magically stick around for that bit of half assed exotic gameplay! Come on!
And seriously, cyberpunk is great overall... but when you play again the cinematic railroaded bits are tedious. They actually hinder replay value.
No it's by design. It's as much work as doing a boss sequence.
The problem with that thing is also that your death isn't quick, it's a ♥♥♥♥♥♥♥ sequence. When you reload you might get treated to another sequence so it's very annoying.
If you think the number of interactions that have to be accounted for between the player and a boss fight are the same as a heavily scripted auto pathing thing, that immediately game overs you if you meet one of maybe two or three conditions that indicate you have been detected, then I dunno how to argue with you.
Agree to disagree I guess.
The main effort isn't necessarily in programming but you also have the level design around it and the animated sequences. For a boss yeah I guess you have less programming to do, modeling, rigging, more or less the same effort, animation, slightly less work depending on both approaches, level design and art way more work with the scripted hide and seek thing. The hide and seek thing also requires more cinematic direction than a boss (cyberpunk type of boss).
Remember, it's not a type of enemy that you drop somewhere and what happens happens, its interactions are planned and people have to do that. What you gain in programmation, you lose elsewhere. Also, biggest time sinks in game are environments. This adds more.
I didn't do the whole hide and seek thing, I didn't play the hypothetic boss that would replace that thing either. Cyberpunk's bosses are mostly bullet sponges enemies without a lot of variations, in that respect I don't think that the hide and seek sequence is that much of a time saver. It is a conscious design choice. I don't think it is a good choice.
I'm not gonna try to flex my cred on the internet either, but I agree you are right in that the rest of the boss fights aren't exactly shining examples in this game either.
This is all hypothetic of course. And as you said we are comparing this thing with the boss fights of cyberpunk, which are somewhat barebones. If it were another game with really elaborate bossfights... then maybe doing this sort of things could be a time/money saver. For cyberpunk, I doubt it.
So let's agree to partially agree.
In this game, it makes no sense and ruins everything good about 2077. It makes me want to reload a save from 20 hours (gameplay) ago and change my choices. No amount of roleplay is worth this ♥♥♥♥.