You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


Last night The Witcher developer CD Projekt RED held a livestreamed conference in Warsaw, Poland, with the intentions of fleshing out a little more detail on a project that’s so far been kept very quiet: sci-fi tabletop role-playing game conversion Cyberpunk 2077.

The 2077 suffix was officially added yesterday; mainly due to the fact the 2013 or 2020 used in the original tabletop role-player might deem the game’s overly-stylized futuristic neon landscape a little too unimaginable so close to home.

The conference brought word that Cyberpunk’s original creator Mike Pondsmith is completely on-board with the project. Pondsmith is himself a game designer, so beyond the fact that he’ll be ensuring the game’s story is written with every ounce of credibility possible, he’ll no doubt be having an influence in gameplay mechanics, graphical style and other important aspects.

There’s still not even a hint of a release date for Cyberpunk 2077 (unless you’re taking that suffix a little too seriously), but amongst the few details revealed in last night’s conference and accompanying new blog, a couple of aspects really stood out: this will be an attempt at a sandbox game of the highest order. The intention is very much to translate some of the freedom experienced playing tabletop RPGs into a computer game. The challenge of this mammoth task is touched upon in an introductory entry into what could be a very interesting series of Cyberpunk 2077 blog posts, it’s titled “Implementing Pen & Paper mechanisms into a computer game.”

The game is set in Cyberpunk’s Night City, a dark and neon Blade Runner-inspired location with all the trimmings of old-school sci-fi noir you’ve come to expect. From the original title we know Night City is based somewhere between Los Angeles and San Francisco. Mega-corporations have huge influence over the government and violence is rife at a Mega-City One kind of level.

Pondsmith openly referenced the works of Phillip K Dick and William Gibson as huge influences, making it clear these would be carried through into the title. While the late 80s and early 90s saw popularity in great games such as Syndicate, Bloodnet, Neuromancer (based on aforementioned writer Gibson’s novel), Shadowrun and System Shock there was a certain 80s aesthetic lost in the much cleaner sci-fi games and movies that came later. Perhaps the reboot of Syndicate, Deux Ex and now Cyberpunk (and to a lesser extent the quite niche, but unashamedly cyberpunk text adventure Cypher) are indications of a much-needed retro-futurist cyberpunk revival. I, for one surely hope so.

There have apparently been many failed attempts to bring Cyberpunk out as a computer game, but they’ve been thwarted by a selection of unlucky incidents or simply the lack of technology to really do the title justice. Akin to the recent work of Chris Roberts on Star Citizen, it seems technology has finally caught up and Pondsmith can help create something truly worthy of Cyberpunk’s rich lore.

“This isn’t exactly my first rodeo,” a post on the Cyberpunk blog reads. “We’ve been down this long and tortuous trail several times before and up to this point we just haven’t been able to find the right team with the right balance to make the RPG game we’d be proud to put out in front of our fans.” Pondsmith has likely made a great choice of developer, though I’m sure Obsidian, Bethesda or BioWare could probably do a pretty great job too (berate me in the comments if you like). It’s evident CD Projekt has certainly captured the hearts of a lot of RPG players in every comments thread on articles even giving them a mention, often being named as fans’ favorite dev despite the teams modest two-game back-catalogue.

The game will incorporate huge amounts of character customization, which will range from changing stats and equipment to the thematically relevant implants characters can adopt. Much of the mechanics will be based on the pen and paper original and there’s even talk of incorporating the Wardrobe & Style mechanic.

"Every element has to be accounted for and carefully designed. Of course, modern AAA RPG games like The Witcher 2 or the upcoming Cyberpunk 2077 can give the player lots of freedom. But the underlying mechanics are adhering to very strict rules and if an action or option wasn't implemented in the code, then the player will not be able to do it.

"The same principle applies to character customisation: the player can do only as much as game allows him to. So if game designers decide that it is not possible to play as an ugly midget, you will not be able to play one. Sorry Tyrion Lannister fans."

There’s been very little said about the game beyond the few details I’ve mentioned above and a little on the fact it'll have a “smoother learning curve” than The Witcher, which was known for being pretty hardcore from the off. There has been mention of a "gigantic arsenal of weapons, upgrades, implants and cool high-tech gadgets. New equipment adopted to reflect over 50 years of mankind progress."

At this point we know the game will use classes and is set to rely heavily on skills rather than levels. The classes Cyberpunk 2077 will incorporate are similar to those in the tabletop game, with a few extra touches that bring the game up to the date of 2077 beyond its earlier setting. The pen and paper Cyberpunk has nine of these classes (referring to them as roles), these are Nomad (gypsy warrior), Rockerboy (rebel rockers), Fixer (a kind of dealer), Solo (that’s an assassin), Techie (mechanics and doctor-types), Cop (you got that one, right?), Netrunner (a hacker type), Media (reporter types) and Corporate (the slick, corrupt multi-millionaires).

Beyond that, it’s mainly guesswork right now. But have a watch of the videos below, marvel at the contrast in the speakers’ styles and do join in with the hordes of people attempting to get Pondsmith to take on a cast or narration role in Cyberpunk 2077. That voice!