Summary

Although it is generally considered an RPG,Cyberpunk 2077is rather light on typical RPG features and systems, at least when compared to other games in the genre. This isn’t necessarily a bad thing, andCyberpunk 2077’s focus on interesting charactersand a compelling game world is arguably more of a selling point than typical RPG mechanics. That said, the game is undeniably aiming to offer a role-playing experience, and adding a persuasion system could help achieve this end.

WhileCyberpunk 2077does allow for a good amount of freedom when it comes to building a character, builds mainly affect moment-to-moment gameplay with only a nominal impact on narrative content. The player’s chosen lifepath, along with the level of their attributes, can open the door to different dialog options, but these rarely have a significant effect during quests. For the most part, the choices players make when leveling V only impact combat, which can lead to a lot of fun situations, especially for playersstarting a newCyberpunk 2077playthrough, but it’s a bit of a disappointment for anyone wishing to avoid combat encounters or role play as a smooth-talking, non-confrontational character.

Cyberpunk 2077 talking to panam

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Cyberpunk 2077’s Sequel Could Be a Better RPG by Including Persuasion Checks

The sequel toCyberpunk 2077should follow in the footsteps of more traditional tabletop RPGs by featuring persuasion and deception options in dialog. Ideally, these options would be fully fleshed out and completely viable as a play style, allowing players to create a character that is more suited to talking their way out of situations, charming or tricking NPCs to accomplish their goals.

Recent games likeBaldur’s Gate 3andStarfieldhave shown how persuasioncan work well in an RPG, andCyberpunk 2077’s sequel could perhaps draw some inspiration from these titles and others when it comes to crafting a similar system. A good persuasion system should pave the way for extra narrative content, awarding players who work toward a persuasion or charisma build. In many ways, this sort of option is an elegant solution for players who prefer the narrative aspects of an RPG over the gameplay. Persuading NPCs can be interactive like inStarfieldand other Bethesda RPGs, or it could be a dialog check, influenced by stats, items, and other in-game modifiers.

A persuasion system greatly bolsters a key appeal of the RPG genre, which is the feeling of freedom. There are a number of weightydecisions to be made inCyberpunk 2077, and the fact that these decisions have actual consequences makes the game more immersive, engaging, and replayable. This level of freedom doesn’t quite extend to V as a character, however, as they will always be a mercenary who uses violence to resolve their problems. Given that V is a pre-defined character who is only loosely shaped by the player’s decisions, this is fine, but if the sequel were to take a more traditional approach to an RPG, a persuasion system would be crucial. It would allow players to roleplay as smooth-talkers, con artists, or pacifists, rather than being pigeonholed into the role of a fighter, with the only choices relating to the preferred method of attack.

Whether the sequel toCyberpunk 2077pulls fromStarfield’sinteractive persuasion mechanics or takes a more traditional approach like the one seen inBaldur’s Gate 3, it would undoubtedly enhance the role-playing elements of the game. Not every player is drawn to the violent mercenary role, and a persuasion system would offer a rewarding alternative to this archetype while increasing build variety. Ultimately,Cyberpunk 2077’s sequel will carve its own path, but leaning more into this RPG staple would likely please a lot of fans of the genre.

Cyberpunk 2077is currently available on PC, PS4, PS5, Xbox One, and Xbox Series X|S.

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