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GameVerse
@TheGameVerse
Content Creator & Discussing Video Games. Contact: thegameverse.pr@gmail.com
가입 October 2020
288 팔로잉 중    134.3K 팬
I went through Rob Nelson’s big GTA 6 IGN interview new article, and the most interesting part isn’t the map size. It’s how Rockstar is building the world around you. Here’s the full analysis 🧵 ▫️ GTA 6 is designed as a continuation of what Rockstar started with RDR2. There will be a huge amount of content you won’t be directed toward with objectives, blips or map icons. Explore, pay attention and you’ll find things naturally. ▫️ Rockstar calls Leonida its largest, deepest, most densely populated and complex world yet. The goal isn’t simply making a bigger map. It’s making the world feel consistently alive. ▫️ NPCs are getting a massive upgrade. There’s significantly more variation in height and body shape, and Rockstar built a system that can retarget animations on the fly. So a 5’6” NPC and a 6’2” NPC can interact without looking completely broken. ▫️ NPC reactions are much more dynamic. People won’t always just panic and run when you pull a gun. You can greet or taunt people, and their reactions depend more on what’s actually happening around them. ▫️ GTA 6 can actually distract you from your own plans. Rockstar showed Jason suggesting something to do while the player was already heading somewhere else. You can follow that spontaneous interaction instead of simply following the next objective. That’s very RDR2. ▫️ Jason and Lucia’s relationship is more dynamic than just a scripted romance. You can choose to nurture their relationship or not. They’ll remain partners either way, but how close they become can affect how their story plays out. ▫️ Safehouses are much more interactive. Rockstar says they’re closer to RDR2’s camps than traditional GTA safehouses. They’re supposed to feel like actual places you live rather than buildings you visit to save the game. ▫️ GTA 6 has a Criminal Profile alongside the traditional Wanted Level. Rockstar is giving your criminal behavior more context instead of reducing everything to stars appearing at the top of the screen. ▫️ Car theft is getting deeper too. Some vehicles require special tools or different methods to steal because of their security systems. Considering the name of the game, I’m honestly surprised this wasn’t expanded sooner. ▫️ The streets are designed with a more realistic scale. They’re narrower than GTA V, meaning driving recklessly through the city won’t always be as easy as simply flooring it down a huge road. ▫️ Rockstar is deliberately NOT trying to make everything realistic. This is important. Rob Nelson says realism can help immersion, but too much realism can become tedious. If a realistic mechanic isn’t fun, Rockstar is willing to simplify or remove it. ▫️ Rockstar even experimented with grocery shopping and restocking Jason and Lucia’s fridge before removing it because it complicated the gameplay. So no, GTA 6 isn’t becoming a life simulator. ▫️ The game is apparently so enormous that Nelson says he doesn’t know if there’s anyone on the team who knows the entire thing. That should tell you something about the scope. ▫️ Rockstar also considered having FOUR protagonists before settling on Jason and Lucia. The two-character structure ultimately gave them the relationship they wanted to build the story around. ▫️ And the biggest thing I took from the entire interview: Rockstar isn’t trying to make GTA V with better graphics. They’re taking the freedom and chaos of GTA, combining it with the world simulation and emergent design of RDR2, and pushing it further with current-gen hardware. The map being huge is cool. But a world that can constantly surprise you without throwing a mission marker on the screen? THAT is what could make GTA 6 feel like a completely different generation of open-world games.
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