CD Projekt has confirmed it’s “considering” multiplayer elements for its Cyberpunk 2077 sequel during an update on the …

  • ampersandrew
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    8 months ago

    The Game Awards’ “best multiplayer” went to an RPG this past year, which was also most people’s game of the year. It’s not Mass Effect 3’s horde mode; it’s literally just taking the multiplayer element of the tabletop experience and putting it into a video game. In 2077, by way of having no control of any kind of squad, they essentially made it so that the player character was always a Solo class. An eye toward having a squad or party of some kind would lend itself quite well to slotting in additional players and other classes. I would be happy to see more RPG developers consider that this should be the default form of multiplayer in any video game adaptation of the genre rather than whatever BioWare has done since Neverwinter Nights.

    • AlwaysNowNeverNotMe
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      48 months ago

      A co-op multiplayer wouldn’t work well in a game with time perception dilation. If it was well implemented it would be worth the trade off, but would be astoundingly ambitious for a studios first multiplayer title.

      Larian had two strong test swings before knocking bg3 out of the park.

      Now, if they wanted to make a turn based cyberpunk ttrpg style game I would break my rule about preordering.

      • ampersandrew
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        28 months ago

        CDPR had a test swing; they just didn’t bring it to market. There are plenty of ways to skin that cat when the game is otherwise in real time, not the least of which is VATS with an action point system.

        • AlwaysNowNeverNotMe
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          28 months ago

          Yea if we’re talking about introducing Bethesda mechanics of any type to a CDPR game I’m out. Comparing Sandevistan to VATS is like comparing a Ferrari to a unicycle.

          • @adam_y
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            48 months ago

            Ok, problem solving… When someone activated their sandevistan, time slows down for all other players… All of a sudden they feel like they are moving in treacle. The player(s) that activated it move normally.

            A change in perspective is all that’s needed.

            • conciselyverbose
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              18 months ago

              There’s no path to that being remotely playable.

              No one else mentioned that because it’s a truly horrific idea.

              • @adam_y
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                38 months ago

                Here’s a link to a 20-year old mod that pulled it off.

                The Specialists

                How’s that for a path?

                • conciselyverbose
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                  -28 months ago

                  Writing the code doesn’t make it not dogshit.

                  It’s a dumpster fire concept with no redeeming qualities.

                  • @adam_y
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                    28 months ago

                    Ok, we’ve gone from “can’t be done” to “it can be done but will be shit”.

                    I’m going to side with CDPR, since they’ve made a bunch of decent games and you’ve … Actually I don’t know. How many games have you made? Share some links and I’ll spend hard cash on them.

              • ampersandrew
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                38 months ago

                There are implementations of time dilation in multiplayer in the past. Max Payne 3 would do it only for other players who were close enough and/or looking at it. F.E.A.R. would have a slowdown device that one player in the match could have at a time. If there’s any kind of reasonable limit on activating the time dilation, interruptions become infrequent and more than tolerable as it gives you and your party a tactical view of the encounter.

          • ampersandrew
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            38 months ago

            CDPR has been doing Bethesda-but-better for about a decade now, and you’re being quite overdramatic.