• Lyre@lemmy.ca
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    6 months ago

    Ok its not loading properly on my phone so i accept i might have to eat my words here, but i remember the vast majority of quests in cyperpunk being “go into a building and kill some guys”… Not exactly ground breaking stuff

    • elgordio@kbin.social
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      6 months ago

      There are two tiers of side quests in cyberpunk. Gigs and full on side quests. The gigs are all pretty short ‘go to place, shoot / rescue someone’ stuff but the main side quests are generally more involved, including all the romance options etc.

      The gigs can be skipped without missing much, but skipping the side quests misses a ton of story IMO.

      • tias@discuss.tchncs.de
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        6 months ago

        Even the gigs have a thread running through them, though. You can puzzle together stories by doing them.

  • A_Union_of_Kobolds@lemmy.world
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    6 months ago

    That bit about “every designer or artist has a bunch of shit ideas and just picks their best 5%” is SO TRUE. Remember this when you’re doing something creative and don’t feel great about it. Just keep doing it.

    • Hyperreality@kbin.social
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      6 months ago

      Forget who said it, but: “Kill your darlings.”

      Photography, painting, writing, jokes. You produce a lot, you cut most of it, you gain practice along the way.

      This being said, there are people with inate genius who produce 90% gold.

  • echo64@lemmy.world
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    6 months ago

    I gave up on cyberpunk 20 or so hours in. The lack of interesting side stories is a part of the reason why. This feels like the article is gaslighting

    • bjmllr@lemm.ee
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      6 months ago

      I 100%ed it (300 hours) but the writing very much was not part of the appeal.

      • tormeh@discuss.tchncs.de
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        6 months ago

        Dude. You played an RPG in spite of the story. There are better dhooters out there. Go play those instead

        • bjmllr@lemm.ee
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          6 months ago

          If I wanted a good story I’d pick up a book, I wanted to be a cyborg ninja and CP20277 let me do that.

  • kingthrillgore@lemmy.ml
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    6 months ago

    I did some research on quest system design and found a Unity plugin that reduced them down to basically eight core tasks, which means you treat it like data entry. Just have the writers draft up the elements at each part of the timeline and fuck it. Have to think more holistically and probably do the writing first, tasks once you’re happy with where to go.