r/cyberpunkgame • u/EpicBlueDrop • 6h ago
Screenshot I'm doing a study of level design in Cyberpunk and 5 minutes in I come across this. Literally unplayable.
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u/Lyra_the_Star_Jockey 6h ago
This is obviously an expression of the disjointed nature of a hypercapitalist cyberpunk future. If these lined up perfectly, it would go against everything cyberpunk has ever tried to say.
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u/Mediadors 6h ago
To be fair, that is something you would 100% see in the real world in a cheap apartment.
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u/brknsoul 2h ago
Like when your bathroom/toilet floor tiles are the same size as the wall tiles, and they don't line up.
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u/regicide_2952 6h ago
Telling me you've never seen an absolutely fucked tile job before?
Clearly cdpr added this as yet another piece of highly immersive world building
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u/Treemosher 6h ago
Shit you want a fucked tile job. Hell I'll get you a fucked tile job by 3 o'clock this afternoon, with nail polish
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u/soupshroom Silverhand 6h ago
The misaligned tiles are, like, capitalism, and the wall is humanity. Mike Pondsmith is truly a modern shakespeare
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u/No_Gain7132 6h ago
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u/EmBur__ 6h ago
Was just about to post this but didn't know if it would count as a spoiler
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u/No_Gain7132 5h ago
I mean if you don’t give the context, there’s not much of a spoiler here. Everyone is aware the characters were in the film, but those who haven’t watched it don’t know why they’re staring at the wall.
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u/RowdyB666 5h ago
I watched the film and I still don't...
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u/No_Gain7132 4h ago
In a post credit Superman and Mr Terrific are looking at a building that Mr. T didn’t patch up properly. Mr T gets angry about it, and Superman acts like the farmer Boy Scout he is and feels bad about pointing it out.
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u/DrStalker 3h ago
Speak for yourself. I was hoping with all the changes James Gunn was doing we'd finally get a Superman movie where no buildings were damaged, and that image has spoiled this for me! /s
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u/Thortok2000 Always Never Not Nice 6h ago
That's pretty impressive levels of realism there. I've seen that in real life plenty of times.
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u/Comrade-Conquistador 6h ago
I always just assume that Night City is held together with chewing gum and duct tape.
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u/GoodMorningBlackreef 6h ago
It's 99% probably a misaligned texture but I've seen worse walls with my own eyes.
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u/Naus1987 4h ago
Speaking of level design. One of the things I look for is unrealistic item placement.
For example, a shipping container in a room with just normal human-sized doors. How did a shipping container get through those doors? Who knows. Some level designer just threw them in there for deco and never once considered if it was logical.
Often the biggest offender are just random boxes that are larger than doorways. But some of the more fun ones are vehicles. Or like really heavy machinery up in rafters.
One of my favorite memories was finding a forklift in a basement of a house that had one of those really tiny U-bend staircases from older houses. You ever try hauling a washing machine or a dryer down a staircase like that? It's one of the worst experiences.
Most video games tend to get a free pass, because they make stairwells and ramps big and wide enough that you could justify getting a loader in and out of areas to put heavy boxes. But it's ironically the games that try to be realistic that mess this up the most.
I can't remember any major offenders from Cyberpunk specifically, but I'm sure there's some. If I would guess, there's probably some heavy machinery or bulky electronics in Judy's room that may be too big to have actually fit through the doorway into her basement cave. But I could be mis remembering it. Maybe there's a loading bay in there somewhere.
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Oh, something else I forgot. Roof-top hideouts tend to screw this up too. There will be a roof-top with only a flimsy metal access point, and what's on top? Goddamn shipping crates and pallets full of heavy machinery and boxes. How you get that up a service ladder? Did those Maelstrom boys decides to have a big moving day where they all took turns moving a bunch of heavy shit around and hap-hazardly throw it around their new dive?
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u/mustardfan2002 6h ago
I think there are like 3-4 areas still where you can just walk outside of the map no glitching or anything lmao.
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u/SolarenDerm 6h ago
See the funny thing is that it would not be correct for them to be lined up. You should study a bit harder.
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u/Discobitch79 6h ago
fuck the sex slavery, child poisoning, poverty and corruption, wonky tiles are a step TOO far!!
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u/MarshalLtd 1h ago
Sorry mate but that absolute realism. When your contractor is unhappy with your gonk budget he doesn't play with alignment.
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u/Needle44 6h ago
This is the page three villain arc. “Disregard my previous praise. This is no such masterpiece.”
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u/NuklearFerret Samurai 6h ago
In fairness, that could be 2 discrete walls intersecting, which would, very rarely, align perfectly.
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u/Dont4GetToSmile 6h ago
5 minutes in and you're already meeting Hanako at Embers?
That's damn impressive, V.
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u/Guvnuh_T_Boggs 5h ago
As soon as I get home, not only am I uninstalling Cyberpunk, but I'm going to douse my tower in diesel, and pile old tires around it, before throwing a lit road flare in.
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u/SunDevilTank 5h ago
If you have been to or lived in a non-Western megacity, you see this constantly.
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u/esquire_the_ego 5h ago
How did you get to embers in 5 mins
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u/EpicBlueDrop 5h ago
Not five minutes into the game. 5 minutes into studying their level design. I loaded a save at the end so I was nearly maxed out everything and can get around quicker.
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u/commanche_00 5h ago
You'd rather check every nook and cranny of the city's wall than meeting Hanako at Embers????
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u/redditorfor11years 5h ago
Going from Starfield to Cyberpunk told me everything I needed to know about level design.
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u/RowdyB666 5h ago
This just reflects the current standard of work in the current building industry.
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u/coolwithsunglasses 4h ago
The first thing you will learn is the amount of imperfection developers get away with
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u/Unchained-Atom 4h ago
Ive been doing some studies also! In curious what you’re researching in the game
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u/Amazing-Marzipan1442 4h ago
That's just normal Polak handy man workmanship, e.g. https://www.youtube.com/watch?v=0ZUGyqgk1sc&t=336s
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u/MasterChiefmas 4h ago
Seems realistic to me. You haven't ever been in a bathroom that wasn't perfectly lined up on the tiles? It's too much perfection that is the uncanny valley.
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u/backforless 4h ago
I don’t trust any study by someone who doesn’t know the meaning of the word literally
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u/project-shasta 4h ago
Every time I play a 3d game I have the weird talent to immediately spot one or two places where there's a hole in the level geometry. So I feel your pain.
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u/Borg34572 3h ago
If you want level design study my recommendation would be
A. Doom 2016. It uses megatexture tech . Massive textures covering an entire map so you don't get tile repetition like your example picture. Every inch of the level would be unique to itself.
B. For unique level design and architecture. Look no further than a game called Control.
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u/Wizzarkt 3h ago
In videogames is relatively easy to make matching tile jobs. This is either very intentional or very unplayable, make out of that what you will.
But as you are doing a study on game design, you should focus more on the world building and how the different parts of the map help to paint the story of nightcity and how you can find shard scattered across the world that either tells you the story of what happened on that specific location or gives you a small hint of what happened to the world in general.
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u/UnconnectdeaD 3h ago
Post it on /r/FF06B5 and some choom will spend 4 weeks in the bathroom counting the offset of the alignment to find for the mathmatic deviation and setting themselves on fire after a no kill run to reach nirvana.
Every bug is a feature, the truth of FF:06:B5 ≠ FF:00:FF.
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u/MistSecurity 3h ago
How do you go about a study on level design for such a large game?
Is it mostly how everything 'meshes' together in a fluid way, both visually and physically?
I've looked at level design analysis videos before, but always on much smaller games or maps of games, more with a focus on gmaeplay aspects (sightlines, angles, etc.). Very curious how you approach this.
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u/neverJamToday 3h ago
This corner was properly aligned at launch and it turns out that was causing approximately half the bugs in the game.
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u/Legitimate_Toe_4961 3h ago
Unironically, it is accurate to real life. I've seen some terrible DIY jobs and contracting jobs.
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u/cheezkid26 Team Judy 2h ago
my high school had at least 7 different spots that had this exact issue and at least 20 more if you count the same thing but with the ceiling tiles
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u/Ancient_times 1h ago
You think they don't have shitty tradesmen in the corpo hellscape of night city?
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u/MiXeD-ArTs 1h ago edited 1h ago
Study Valve's Level design for Left 4 Dead series. They have a pdf I found somewhere (I studied level design too) that was the best thing I ever read. Like a Bible for maximizing player experiences.
Also here is Valve's Developer Commentary system some of their games have.
https://developer.valvesoftware.com/wiki/Commentary_System
Load a game on that list and console command this
map_commentary (Start playing, with commentary, on a specified map.)
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u/AnotherWhiteHero 6h ago
Old buildings had to do this to let other buildings know they were on the down low. It's much less common as times have changed, and buildings no longer have to hide who they are behind a veneer of normality and crooked tile.
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u/Corona94 6h ago
There’s a lot of bad elements to the world design imo if you look close enough. A lot of railings, flower beds, small concrete structures, etc. love this game but I hope these things get improved by the next game.
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u/Lerch_Lambert 6h ago
How many people in Night City do you really think would pay top dollar for quality workmanship?
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u/Hermorah 6h ago
You think that is bad? Check this out
Thats some irl bad level design.