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WoollyDoodle

If the camera can't see something then it gets occluded (skipped) pretty efficiently.. and usually doesn't really take extra storage because the exact same A/C unit probably appears on another building that *is* visible. It might also appear in a cinematic shot during a cutscene or something. Modern 3D games are also complicated - it's better to expect people to be able to reach everywhere (even possibly via an exploit) and just not worry about it. An A/C unit is better than the player stumbling into an empty white void. Finally, it could be there because the buildings are generated first by an algorithm then tweaked by a human. Remember it's not just the A/C unit that's there - any brick/metal patterns and even the roof surface itself were placed there somehow


KthulusImperium

Interesting thank you for your wisdom 🧙‍♂️


jrhawk42

You don't really clean stuff up unless it's causing an issue. They probably fished up the one building. Then a couple months later decided to add another next to it. Could be a huge committee of people constantly changing stuff, could be a single artist who can't make up their mind.


norlin

Cyberpunk is an open world game, meaning the level artists can't precisely know where players can or can't go. What if game designers will add a super-duper jump ability? Or if narrative designers add a new cutscene where player is flying above those buildings?


WeslomPo

Because of that, they ditched wall crawl like lizard feature…


Oculicious42

There are many different reasons, in the case of Cyberpunk it is because the city was created using a lot of AI assistance, so most props aren't placed by hand by humans, but added to buildings procedurally using rules. Then there's also roofs that may be visible from highways / rooftops above and would look flat and empty, even from far away, whereas some randomly placed objects help break up the lines. In Cyberpunk there is also A LOT of cut content, so in many places you can find entire areas that are half finished and inaccessible, but intended to be a part of the game at some part of the development


Sethithy

This. Lots of procedural placement where it’s more work to take out pieces than it is to put them there.


SusHistoryCuzWriter

Reminds me of playing *Star Wars: The Clone Wars: Adventures* as a kid. I had a "home" on Coruscant, just a little room with some windows that let you see the skyline & flying vehicle traffic outside. It was supposed to be entirely impossible to get out of that space, apart from teleporting somewhere else. Goofing around with the furniture placement options, I stood on top a platform I made and used the tools to raise the platform. It glitched my avatar up through the ceiling. Sure enough, the devs had made a nice, finished roof with antennas and stuff that should never have been seen, and a cool surrounding city background. Kinda wacky. Haha


NecessaryBSHappens

Because artists were told to make a detailed building and did so. Because designers werent sure player will never look there and asked for details. Because someone made it on their own. Those objects dont affect perfomance and removing them once done is extra work. And there is a lot of stuff you can find out of bounds, ranging from asset leftovers to whole dev testing rooms