TheAssist
Member
This is an interesting take that I actually thought about myself as someone who really likes the world design in the Yakuza games while playing Cyberpunk.
TLDW:
- We all know CP was dev hell
- Still the game suffered numerous AI bugs at launch (and still does), many of which are associated with cars
- Having cars obviously impacts how big your world needs to be and how much assets need to be made (that hardly anyone ever sees)
- It also influences the complexity of your AI systems (meaning more work and more bugs for little gain)
- Car centric design leads to a lot of micro management in terms of how quest areas need to be designed (what happens when a players drives in here with a bus...)
- There are probably more cost efficient ways to build a world that still plays nicely with the themes of Cyberpunk, without the game and its world being car centric
I very much agree with this take. As I said, I love the worlds in the Yakuza/Like a Dragon series. Everything feels much more "real" and immersive. Cars are just a set dressing. Its not like driving cars in GTA, Cyberpunk or any similar game is ever fun. Its just a means of getting faster from A to B...but for what reason and at what cost.
Actually Like a Dragon Inifinite Wealth is the perfect case and point. While the game itself does not let you drive a car, it is set in a car centric city and I immediately felt it having a negative impact on immersion, time it takes to go from to B and just being frustrated every time the game wanted me to go from one end of the map to the other (as someone who usually never fast travels in these games).
So is driving a car in a modern open world something that just needs to be there for your immersion, or do you think games should be designed in a more intelligent way to avoid feature bloat and reduce dev costs (or at least use the ressources to spend more time on story, immersion, gameplay, etc.).
Maybe more concrete: Should "AA" games like Mafia bother with cars or should they focus more on their strength.
Last edited: