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<blockquote data-quote="Jaeger" data-source="post: 8837737" data-attributes="member: 27996"><p>In bold is the obvious no brainer. Of course they would reach a far wider audience.</p><p></p><p>Why R.Tal did not just adopt the CPR2077 setting wholesale from the beginning is still a headscratcher. He certainly uses their concept art in the CPRed game book, why not just crib their setting notes as well? It would have saved him a lot of writing time.</p><p></p><p>I can only guess that he wanted to do his own earlier RED setting era for some reason. Which is still an utterly baffling choice given that he had a Locked-In videogame tie in on release...</p><p></p><p></p><p></p><p></p><p>Had to be. Which is also a bit inexplicable. AAA games like CP2077 takes years to develop. And by all accounts Mike Pondsmith began to design Cyberpunk Red prior to the deal with CD Projekt Red.</p><p></p><p>CPred comes across as a game designed by someone who only ever played CP2020, and didn't agree with the wider fanbase on what needed to be updated... The 65 different skills long list is the ridiculous proof that R.Tal's game design is stagnant. There was no open playtest, and no outreach to the loyal CP2020 community of how the game could be improved.</p><p></p><p>The base interlock system is solid. And CP2020 has been around long enough that the fanbase is aware of its issues and the typical fixes. To say nothing of looking at the other cyperpunk genre rpg games released since, and how they do things. Game design should not exist in a vacuum.</p><p></p><p>CPRed <em>should</em> have been a streamlined, playtested, solid update of the game that game that gave CP2020 fans such great memories. </p><p>Instead, we got this in-between thing with a few good ideas scattered throughout a tome with obvious rules holes that had clearly never seen an solid playtest.</p><p></p><p>As a first mover in its rpg niche, it will sell well due to the tie-ins and brand loyalty. But it completely failed to hit the black on the target of what should have been...</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8837737, member: 27996"] In bold is the obvious no brainer. Of course they would reach a far wider audience. Why R.Tal did not just adopt the CPR2077 setting wholesale from the beginning is still a headscratcher. He certainly uses their concept art in the CPRed game book, why not just crib their setting notes as well? It would have saved him a lot of writing time. I can only guess that he wanted to do his own earlier RED setting era for some reason. Which is still an utterly baffling choice given that he had a Locked-In videogame tie in on release... Had to be. Which is also a bit inexplicable. AAA games like CP2077 takes years to develop. And by all accounts Mike Pondsmith began to design Cyberpunk Red prior to the deal with CD Projekt Red. CPred comes across as a game designed by someone who only ever played CP2020, and didn't agree with the wider fanbase on what needed to be updated... The 65 different skills long list is the ridiculous proof that R.Tal's game design is stagnant. There was no open playtest, and no outreach to the loyal CP2020 community of how the game could be improved. The base interlock system is solid. And CP2020 has been around long enough that the fanbase is aware of its issues and the typical fixes. To say nothing of looking at the other cyperpunk genre rpg games released since, and how they do things. Game design should not exist in a vacuum. CPRed [I]should[/I] have been a streamlined, playtested, solid update of the game that game that gave CP2020 fans such great memories. Instead, we got this in-between thing with a few good ideas scattered throughout a tome with obvious rules holes that had clearly never seen an solid playtest. As a first mover in its rpg niche, it will sell well due to the tie-ins and brand loyalty. But it completely failed to hit the black on the target of what should have been... [/QUOTE]
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