Apropos langweilige und unnütze Sidequests:
Every Sidequest In Cyberpunk 2077 Will Feel Like A Complete Story In And Of Itself - CDProjekt
http://indiannoob.in/every-sideques...-feel-like-a-complete-story-in-and-of-itself/
Any stories, characters or themes that aren’t explored in depth in the main story are taken to be fully fleshed out in sidequests
“We want to make sure that all of them are up to the standards of the main quest – that there’s nothing that feels like filler, just something to do while waiting for the next quest, or to get more money to buy the next thing. We don’t really like to do that. We want to make sure that every quest feels like a complete story in and of itself.”
There’s more choice to what we’ve just seen than is usually available in video game quests: for instance, you could take DeShawn’s money and run at the very beginning, eschewing his mission but having to deal with the consequences later. You could make off with Stout’s eddies, too, although we presume you’d have to get the virus on the chip scrubbed off somewhere. “We don’t artificially limit ourselves,” Mills says. “Our philosophy for quest design is, ‘If the player can logically do it, then they can’. And if they can’t, then we have to come up with a damn good reason why.”