Lore-Driven Abilities and Gameplay
Lore and world-building can make or break any narrative-driven game, especially an open World RPG. There are a few things in games that exist outside of the world and lore though, not necessarily needing to correspond with the game’s reality. The best example of that can be features like HUDs and health bars. While pivotal to gameplay, it doesn’t make too much sense, diegetically, to be able to see exactly how far away something is or exactly how much health an enemy has left. Cyberpunk 2077 won’t have that issue thanks to the setting it has built up.
The 49-minute demo that CD Projekt showed off recently featured a lot of different instances of gameplay features going hand in hand with the lore they’ve created. One scene in particular shows V getting new augmentations from her Ripperdoc. Those two arguments, a scanner and subdermal weapon grip, show V the ammo count and fire modes. Near the end of the demo, a ricochet targeting system is even shown all, a feature that is justified by the enhancements available in the game.