Now I am a huge Witcher 3 fan and it is my personal favorite game of all time, but that doesn’t stop me from criticizing Witcher 3 and calling out it’s flaws. There are some aspects that just need improvement or rather evolution from previous RPG tropes/trends, and seeing as to how The Witcher franchise has evolved dramatically over time, I am pretty sure that CDPR are going to improve a lot of aspects in Cyberpunk 2077, which is my most anticipated game (Probably of all time). So I wanted to talk about a few gameplay aspects that could be improved in Cyberpunk 2077. I would like to clarify before moving forward that, this is not about combat mechanics. I know that Cyberpunk 2077 is probably going to be a shooter RPG (It would be great of CDPR surprise us and make it melee focused or give us the option to develop the character in either of the fields). So with that out of the way, let’s get into the list:
4. Difficulty Scaling
Difficulty system is pretty decent in Witcher 3, not bad, not very great, just alright. But why do I find it it “just alright”? It’s because, as you shift the difficulty to higher levels, the damage that any particular enemy does, scales up at a steep angle. The AI does not vary much from Blood & Broken Bones to Death March, but due to the steep curve in the damage scaling, you’ll find yourself dodging a helluva lot unless you have developed your Quen Sign or have some complex alchemic regenerative potion.
3. The Leveling System
Now the leveling system is good for a story driven game like Witcher 3, where the game doesn’t make you grind through tonnes of enemies to level up for the next boss or contrastingly, grinding at the beginning of the game through enemies to be overpowered for the rest of the game. But then it also loses the thrill and rewarding feeling of defeating enemies at a much higher level, which works against the open world formula where many might just want to tread into unknown territory in between story missions. Many a times, our Witchers have ventured into dangerous territory and found a Cockatrice or Basilisk of a much higher level, and after killing the monster, taking a considering amount of time, we get some diamond dust, some feathers and a sword that probably can’t be wielded because of Geralt’s experience falling short in spite of spending most of his life monster hunting. I personally have no idea how to circumvent this issue, but I hope that CDPR is able to figure something out.
2. Better Interactivity System
Remember all those times in Witcher 3 where you tried to open a chest, but continuously lighted up the candle kept on it instead? Yeah I know that feeling of annoyance and don’t worry, Geralt also has some similar feelings. Now, this is not just the case with Witcher 3, there are quite a few games where playing in third person mode can be quite annoying when a world is filled with detailed interact-able items. And one such fine example of how a game is trying to circumvent that problem will have to be Star Citizen. They create a temporary cursor on on screen in-game while trying to interact with objects which helps the player distinctly interact with what he/she wants to. I can’t find the video I found this feature in, but I’ll be sure to update once I find it. (If you find it, please comment below with the link, I’ll be grateful)
1. Alternate Endings Through Multiple Playthroughs/ Player Actions
This is probably me just being too un-apologetically demanding, but after playing and getting various endings in Nier: Automata, and revealing the real ending through multiple playthroughs or through the player not completing objectives in more than 2 ways, I think it should be adopted in more games. Now hear me out before you start saying, Witcher 3 already has 36 endings which depend on what you do through out 150 hours (That’s how long it took me on the first playthrough) of the story. Yes the game has 36 endings, and I have played it 2 and a half times over, but after the game is done, and you have completed all the interesting quests, all you can do is start a New Game+ to go through the story again or have to load up a save file at crucial points of the story to see how various endings turn out ‘to be’ (hehehehe). I consider NG+ an old school mechanic/aspect currently and it’d be great if CDPR could incentivise multiple playthroughs aside from just buffing up the enemies to a higher level. Yes the game already incentivises multiple playthroughs, but you can always change decisions/outcomes by loading up the previous saves. Now I am not expecting CDPR to pull off a Yoko Taro here, but they certainly can try and it would be impressive as hell.
Now these are my personal preferences and I know that I might have missed out some of the other points which were observed by more keen eyes, so let me know your thoughts on this. Peace out.