Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Actually, i feel like this needs a reality check:
Online PvP is one of the most volatile markets in gaming. It's a market where winner takes all, and everyone else either perishes, or is left subsiding on mere table scraps.
For as long as i can remember (and i've been gaming since games came on casette tapes, before "online" was even a twinkle in anybody's eye), it has always been a market where you had a handful of winners, and everybody played that handful of games, because all their friends also played that same handful of games, whilst hundreds of other hopeful titles tried to make the grade, and fell by the wayside.
So yeah it's fantastic ... assuming your name is GTA, CoD or Fortnite, but its a whole lot less great if your name isent that.
You want to know the real reason why companies are pushing so hard for these "always online" games, and don't want to make Singleplayer ones?
It's not because it makes them more money, no, because for most of them it doesen't. Again, if you are not part of the few big winners, then it really doesen't make you a lot of money, and you're left having to deal with server costs to boot.
Meanwhile, if you make a good Singleplayer game, that thing will sell like hotcakes. Look at Skyrim. Look at HogLeg, look at Cyberpunk for that matter. Aslong as you make something the players actually want, then it is a very dependable market with very dependable sales. Even if there's another good competitor, people will gladly buy your SP game also after they finished playing the other one.
So what gives? Why is everyone chasing that "always online" dollar when it's such a volatile market?
Wallstreet.
Games have gone corporate, games have gone publicly traded, games have gone Wallstreet.
The simple fact of the matter is that "always online, recurring spending" models are much easier sold to investors and shareholders. It fits much neater into the corporate mold of the stock market and quarterly meassured revenue, because the stockmarket was created around packaged goods, not videogames.
A model where you work for years on a product, and then make a ton of money on release, but then there's no further movement untill the next game comes out??? No, that's not what shareholders are used to seeing, or want to see. That is a hard sell.
Even if it actually makes them more money in the long run, it's not what they want to see. it doesen't fit into the mold they are familiar with.
That is why things are as they are.
It's not because online PvP is a goldmine, go ask Concord about that one. It isen't, only for the few, and even Cyberpunk just ain't GTA or CoD.
I ask that you understand that not all players want online. There are some player who would prefer to mod their game and live out their own fantasies to their own convenience.
It is not always about money or extroverted engagement with an online group of friends. There are people who are happy with interacting just with the AI.
So as said, a seperate online version will allow those who love modding to continue without too much updates breaking mods here and there. Look at Nexus, Cyberpunk is the 5th most game in terms of mod downloads after all the other Bethesda games.
co-op can be good. fantastic even, depending on how it's done.
for me, a good online cyberpunk would be less like gta.
the world we have now, but fleshed out. more gigs. more clubs. more factions (joinable) and faction connections.
places to spend your eddies. places to make eddies.
way you can make eddies without shooting anyone or anything, if you wanted to, maybe.
you start out as a newb. you are dropped at a train station or bus station on the outskirts of town with a pocket full of (a few) eddies and a bag of gear, much like how you start in the tabletop.
you get your first quest, which sets you up with a temporary place to sleep (one of the 'coffins' which are dingy versions of the capsule hotels of japan)
from there, you can choose to do whatever you want.
become a merc. a netrunner. a techie. a fixer.
join a gang. join a corp. join the nomads out in the badlands.
get a job. get a patron. get a pimp (lol)
it's up to you, you choose what you want to do, who you want to be. what you want to be remembered for.
you could have co-op inside this multiplayer.
make friends with randoms you meet (and DON'T shoot lmao) add friends to your 'Choom's List' when they tell you their 'handle'
(like 'V' is a handle. a nickname. every one in the game who was a player had something, be it a nickname, an alias or just their actual name)
'call' your chooms from your Agent and arrange to meet up.
noon at Afterlife (if you made it high enough to get in, that is) and form a party 'Crew' to take on bigger gigs.
maybe even create your own gangs (guilds) if you got enough rep, creds and chooms.
co-op only in a (mostly) single player is similar, but it would be seperate gigs.
or seperate gigs with a 'co-op only' character. the same world, same npc's just stripped of the main story.
something for the 'end game' as it were.
you finish the main story (like getting to 'meet Hanako at Embers' lol) and copy your character to the 'co-op play' version.
same as above multiplayer, you have all the same benefits. you are just now playing in the 'co-op only' version of the game, not the single player.
you could restart 1 player as much as you want, it wouldn't affect co-op only. only changes would be if you wanted to copy your new char to co-op.
Ew. Kill it with monowire.