Cyberpunk 2077 and the curse of high expectations

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Cyberpunk 2077 and the curse of high expectations

curse, Cyberpunk, expectations, High

Cyberpunk 2077 has what it takes to be a very good open-world role-playing game - but not one that fulfills every imaginable wish.
Cyberpunk 2077 has what it takes to be a very good open-world role-playing game – but not one that fulfills every imaginable wish.

Expectations are very individual. We all have different preferences, hopes and desires, including of course for a game like Cyberpunk 2077. Michael Graf, Peter Bathge and Elena Schulz discuss where that comes from and what expectations Cyberpunk 2077 can meet in the podcast.

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The term »open world« alone arouses very different expectations depending on previous experience. If you like GTA, you can expect a very interactive game world in which you can cause chaos to your heart’s content because the residents react so varied and unpredictably. An open world à la Gothic tries to simulate as much as possible – for example with NPC daily routines – in order to create credibility.

And while the game world of Skyrim is supposed to entice us to explore (which we analyzed in the podcast with a designer), that of Mafia primarily serves as an atmospheric backdrop without great demands on interactivity.

On the spectrum between GTA (very interactive) and Mafia (scenery), Cyberpunk 2077 tends more towards Mafia, even if there are definitely things that can be discovered in the world apart from quests. Those who expect more GTA could be disappointed – and there are other wishes that CD Projekt cannot fulfill.

You can read why Cyberpunk 2077 creates a lot of need for speech in Micha’s preview conclusion after 15 hours of playing time:

Played for 15 hours: Cyberpunk 2077 really gets that good


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Played for 15 hours: Cyberpunk 2077 really gets that good

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