However, you'd still have the chip generally on hand
V put the chip in because it was the only way to protect it from rapid degeneration. Dying while having it in is what activated Silverhand. Without that chip, fat nigga kills V after the heist, no revival. Say what you want about the story, you're probably right, but don't skimp out on important facts.
There's a degree you have to accept that the main story will be forced on you, and in Cyberpunk's case, it's the chip. Now the real "choices matter" bullshit is morality. I believe that's something that has come up with Baldur's Gate 3 players. You want to absolutely loathe certain NPCs that enter your camp without permission, some even trying to kill others in your camp, and no matter how you feel about it, the game won't let you reject them.
The only thing V knew about the chip is that he would get a huge payday if he delivered it intact, and that his best friend died to get it.
The only way he would ever make the choice to not slot it in is if he knew the end of the story, which he doesn't. If you want to talk about "muh immersion" then how would that make any sense at all?
and force you into the main branch story even if you don't put the chip in.
It still seems at cross purposes that you demand better writing, but also want to completely branch away from the main narrative. I don't think there's anything wrong with a story element that's set in stone. Not every game wants a loose narrative, or is set up to accept it.
V put the chip in because it was the only way to protect it from rapid degeneration. Dying while having it in is what activated Silverhand. Without that chip, fat nigga kills V after the heist, no revival. Say what you want about the story, you're probably right, but don't skimp out on important facts.
There's a degree you have to accept that the main story will be forced on you, and in Cyberpunk's case, it's the chip. Now the real "choices matter" bullshit is morality. I believe that's something that has come up with Baldur's Gate 3 players. You want to absolutely loathe certain NPCs that enter your camp without permission, some even trying to kill others in your camp, and no matter how you feel about it, the game won't let you reject them.
Those two things are not at all comparable.
The only thing V knew about the chip is that he would get a huge payday if he delivered it intact, and that his best friend died to get it.
The only way he would ever make the choice to not slot it in is if he knew the end of the story, which he doesn't. If you want to talk about "muh immersion" then how would that make any sense at all?
It still seems at cross purposes that you demand better writing, but also want to completely branch away from the main narrative. I don't think there's anything wrong with a story element that's set in stone. Not every game wants a loose narrative, or is set up to accept it.