Bringing role-playing back into RPGs was a big reason for Cyberpunk 2077's recent Metro and Romance updates, says the associate game director.

Role
Bringing role-playing back into RPGs was a big reason for Cyberpunk 2077's recent Metro and Romance updates, says the associate game director.

Cyberpunk 2077's 2.0 update was a major overhaul of the RPG system, released at the same time as the wonderful expansion Phantom Liberty. However, you may have noticed that many of the post-launch patches were substantially less cringe-worthy. A fully functioning subway system, better romance, in other words, flavor and fluff.

According to Associate Game Director Paweł Sasko, who spoke with PC Gamer's Ted Litchfield at GDC earlier this week, the choice to add texture to Night City was not only intentional, but the team felt it was missing that it was an integral part of the RPG experience:

"The 2.1 update that introduced the subway and a few other things was more or less a role-play focused update. Sasco adds that these features did not "add much to the game narratively," but instead were meant to allow players to just soak up the atmosphere of the place.

Sasco says it was "one of the things we learned from '77, and one of the lessons we learned, is that the role-play element is very important." While he and his team have found Cyberpunk 2077 to be one of the most modded games on sites like Nexus Mods, like survival-style mods that require rehydration in between techno ultra-violence, those tailored to add more detailed role-play and customization observed that most of the games.

"I think we tend to overlook this when we're making games because we traditionally think of the four pillars of RPGs as being: combat, story, player/character progression, and exploration.

However, Sasko added, "If you think about RPGs, none of them are dedicated to getting around on the Metro, for example." Despite this, the development team has developed a deep attachment and appreciation for vibe-based mechanical design over time. Sasco says, "When you go to a metro station, there's a Principalis radio station playing, and you're walking around and listening to music ...... He says he wants "that kind of feeling.

"Sometimes it's not much needed, [but] it's often overlooked. We wanted to address this."

I genuinely couldn't agree more; this fleeting quality of actually existing in the RPG world is super dependent on a light touch that seems "nonsensical" to the untrained eye. Does "Cyberpunk 2077" need a fully functioning subway system when it has fast travel?"

Not really, but having the option there allows the player to create key moments and play roles of their own creation.

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