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.

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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.

Guides Editor

Kevin Tucker is a core component of Shacknews' powerful guide development team. For questions, concerns, tips, or to share constructive criticism, he can be reached on Twitter @dukeofgnar or through e-mail at kevin.tucker@shacknews.com.

From The Chatty
  • reply
    August 30, 2018 2:00 PM

    Kevin Tucker posted a new article, Cyberpunk 2077 players have to 'deal with the consequences' of failed quests

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      August 30, 2018 2:45 PM

      That brings up the question of save-scumming.

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        August 30, 2018 2:48 PM

        I used to do this. But now I prefer to live with my consequences. It m mashes the world feel more alive.

        Luckily it's usually up to the player and they can do it if they want

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        August 30, 2018 2:49 PM

        Hopefully a lot of the consequences of completing/failing quests aren't immediate so if a player ends up wanting to save scum, they have to lose a decent chunk of play time in order to do so. It's still a video game though so that probably won't be the case in most situations.

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        August 30, 2018 3:05 PM

        The Witcher 1 dealth with that by making the consequences of your actions come to light only after 3ish hours of gameplay. If you wanted to go back and "fix" your choice, you were going to spend a LOT of time replaying parts of the game to get what you wanted.

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          August 30, 2018 4:56 PM

          Yeah W3 also with the bloody barron. The full results of your action is not realized until hours later.

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      August 30, 2018 2:48 PM

      I think it’d be fun to have a game where failing a quest continues to progress the story in a meaningful way.

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        August 30, 2018 2:50 PM

        Yup, it's the ideal honestly (save dying, of course). Having failures cost you without being an end state is hard to do over time as that adds up quick.

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        August 30, 2018 2:52 PM

        Wasn't that possible in the last Quantic Dream game?

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        August 30, 2018 2:56 PM

        Colony Wars!

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          August 30, 2018 4:12 PM

          The ps1 space game, right?

          (hmm I guess I need to go play that)

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          August 30, 2018 4:28 PM

          Oh man I loved that game, bad physics and all.

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        August 30, 2018 3:14 PM

        My friend, you definitely want to play Alpha Protocol.

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          August 30, 2018 9:54 PM

          AP is still unmatched when it comes to choose your own adventure gameplay. The average mission gives you more meaningful choices to make than entire games by Bioware or Telltale.

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      August 30, 2018 3:34 PM

      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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      August 30, 2018 4:22 PM

      The main worry for me is not that I will regret the failure, but that the failure wont ACTUALLY matter and the different possibilites will all converge in the same place so who cares.
      CDPR seems to be willing to make it matter, though, or at least is talking like they do, so that's good.

      I just wonder how a huge AAA game can afford to make so much content that wont be seen by the player, especially these days with these huge budgets.
      It was one thing to make a 1990s FPS and then afterwards realize that the average purchaser didn't see finish it or see half the content. But one of these huge openworld games with so many people working on it and without any procedural generation filler... You end up with Fallout or Skyrim where you know you've seen and done everything, way before the end of the story...

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      August 30, 2018 9:02 PM

      Pretty cool but I'm hoping it isn't just you failed and it spawns a bunch of enemies that kill you lol

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      August 31, 2018 6:14 AM

      They did that in W3, pretty well excecuted imho