Cyberpunk 2077 players have to 'deal with the consequences' of failed quests
CD Project Red has revealed that failed quests in Cyberpunk 2077 will have a substantial impact on how the game's story unfolds.
Sometimes it's difficult to connect with a game when the player's actions seem to have very few direct consequences. Such will apparently not be the case with Cyberpunk 2077, CD Projekt Red's stunning sci-fi RPG, as the team has revealed that mission failures will tie directly into the game's evolving plotline.
Speaking in a recent question-and-answer forum post held over on the CD Project Red website, the Cyberpunk 2077 team fielded various user queries regarding the game's story and mechanics. One such question involved how failed quests will work, to which the game's designer Philip Weber replied.
"Yes, you can fail quests," Weber said. “What we don’t have however is a game over state, the only game over that you will get is when you die. So when you fail a quest then it’s now part of the story, you have to deal with the consequences.”
This mechanic seems to tie in perfectly with Cyberpunk 2077's user-first approach to missions. As we saw back in the game's 48-minute gameplay demo, players can choose how they play through the game, including choosing between one or more general mission approaches or by taking advantage of whichever upgrade path they're following. Now, it seems that failure itself is also an option, with the story continuing on despite the occasional folly.
Of course, there is one distinct Game Over-type scenario — it occurs when the player actually dies. Luckily, and unlike in the real world, Cyberpunk 2077 players will get to try again.
Cyberpunk 2077 is still slated to release sometime next year. Until then, catch up on all the most popular new releases and learn about games soon to launch by stopping by Shacknews' 2018 video game release date schedule.
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Kevin Tucker posted a new article, Cyberpunk 2077 players have to 'deal with the consequences' of failed quests
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I like this concept, but it strikes me as a two-way street. I'll accept the consequences of my failure if I trust that designers have made clear to me the objectives of the quests I undertake, and that the missions don't involve hyper-specific interaction mechanics for success. If I failed my mission because it turns out I'm at the wrong Buck A Slice stand, or that in the frenzy of some car-chase shootout I missed a turn, or that the AI directing an NPC I'm escorting out of a hot zone decides it's a good idea for them to run into the line of fire, I'm gonna save-scum the shit out of my game file.
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