So it's probably common knowledge the game's been delayed til 2018 now, but what do you hope they're using the extra time for?
I loved the first but felt it suffered from Rockstar syndrome; ie fetch-questing, icon chasing and too many cutscene moments where you can't do much besides put the controller down and wait.
I understand there needs to be a narrative, but this time it'd be cool if it was told almost completely during gameplay, outside of plot twisting or pivotal moments.
I also would like to see exploration take a more natural approach where instead of having icons pop up all over the place on a map after someone talks about something, you just do it like they would have back then. The "in-game" map could look like an actual map and you'd mark it up with a pencil or whatever they'd have used. Each encounter and location would gain significance and it would cut down all the bs filler quests.
Character actions would also play a larger, more natural role. Be a good guy and you're more respected, but don't be a push-over lest you be taken advantage of.
You could also be an immoral outlaw that's mostly feared, but would have to watch out for lawmen and be careful of when you went into town. You could take someone hostage in hopes to aid a getaway, or set other diversions like setting cattle loose on a stampede or tie someone to train tracks like before.
This could bring about two main over-arching story paths, but with some level of moral ambiguity depending on how good or bad your actions were. The game would need to start with a theme or goal, and how the character chooses to reach it would determine the overall outcome. There would be no definitive right or wrong ending, only one that could be left up to interpretation.
Along the way you'd be able to recruit people into a posse after enough rapport, and mold them into your image as the leader. Perhaps there would occasionally be a revolt that you'd have to deal with if someone felt you weren't doing a good enough job or you botched one too-many missions.
You could initiate duels as well if you so-chose. Say an NPC was a pos up to no good; all you'd have to do is wait til they're in town (or out yonder for a private, spectator-free encounter) and call them out like in the movies.
Hunting would mean something more than collecting pelts to sell. You'd need to hunt to survive, and skin pelts for better clothing. You could also just buy this stuff but of course it'd cost something and only be at limited locations.
Almost all in-game actions would remain entirely under player control save for the bigger story moments.
Those are just a few ideas. The setting is already exceptionally well done; just tweak the execution into something more dynamic and immersive.
I loved the first but felt it suffered from Rockstar syndrome; ie fetch-questing, icon chasing and too many cutscene moments where you can't do much besides put the controller down and wait.
I understand there needs to be a narrative, but this time it'd be cool if it was told almost completely during gameplay, outside of plot twisting or pivotal moments.
I also would like to see exploration take a more natural approach where instead of having icons pop up all over the place on a map after someone talks about something, you just do it like they would have back then. The "in-game" map could look like an actual map and you'd mark it up with a pencil or whatever they'd have used. Each encounter and location would gain significance and it would cut down all the bs filler quests.
Character actions would also play a larger, more natural role. Be a good guy and you're more respected, but don't be a push-over lest you be taken advantage of.
You could also be an immoral outlaw that's mostly feared, but would have to watch out for lawmen and be careful of when you went into town. You could take someone hostage in hopes to aid a getaway, or set other diversions like setting cattle loose on a stampede or tie someone to train tracks like before.
This could bring about two main over-arching story paths, but with some level of moral ambiguity depending on how good or bad your actions were. The game would need to start with a theme or goal, and how the character chooses to reach it would determine the overall outcome. There would be no definitive right or wrong ending, only one that could be left up to interpretation.
Along the way you'd be able to recruit people into a posse after enough rapport, and mold them into your image as the leader. Perhaps there would occasionally be a revolt that you'd have to deal with if someone felt you weren't doing a good enough job or you botched one too-many missions.
You could initiate duels as well if you so-chose. Say an NPC was a pos up to no good; all you'd have to do is wait til they're in town (or out yonder for a private, spectator-free encounter) and call them out like in the movies.
Hunting would mean something more than collecting pelts to sell. You'd need to hunt to survive, and skin pelts for better clothing. You could also just buy this stuff but of course it'd cost something and only be at limited locations.
Almost all in-game actions would remain entirely under player control save for the bigger story moments.
Those are just a few ideas. The setting is already exceptionally well done; just tweak the execution into something more dynamic and immersive.