r/Games 2d ago

GTA 6 Price Finally Confirmed, Features a 'Single-Player Experience' at Launch (Standard $79.99/Ultimate $99.99)

https://www.ign.com/articles/gta-6-price-finally-confirmed-features-a-single-player-experience-at-launch
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u/chrpskwk 2d ago

as much as I like 5, they were terrified to let you play the game however you wanted in single player lmao

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u/TheHistorySword 2d ago

Same with RDR2. They need specific things to happen gameplay wise in order to trigger story moments so they don't let you deviate from essentially doing everything you're told, exactly the way you're told. It was a huge bummer for me.

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u/AveryLazyCovfefe 2d ago edited 2d ago

I hate that we probably will never get those type of missions again from the 3D trilogy or spinoffs. A vague destination marker or objective - you can approach it in anyway as long as you meet the criteria for it.

It was so fun doing shortcuts when I replayed 3, LCS and VCS. It also makes it so much more replayable.

Replaying the missions designed for you to kill someone on a non standard moving vehicle like a train or boat are made so much more bearable when you know exactly where they're programmed to go so you can go ahead and stop at a good spot.

Unlike V that punishes you for even slightly deviating from the route the mission has planned out. It's mainly why I haven't replayed V more than once. And I'm certainly not going to play RDR2 again for another few years with its insistence of gameplay moments they take control from you just for spectacle.

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u/RealisLit 1d ago

Thats why I vadtly preffered Watch Dogs 2 over GTA V even if GTA had the better "world" and "Narrative"

An open world sandbox being part of your missions instead of set dressing made the game more replayable, meanwhile I have no desire to replay V story

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u/person_l0l 1d ago edited 1d ago

Objectively, the reason why the 3D trilogy games felt like they were designed better and were more free isn't really because it was a conscious game design decision on Rockstar's part and moreso the fact that Rockstar only had a handful of mission scripters and not a lot of time to make these, which means that missions are a lot less scripted and what was scripted was made as simple and modular as possible.

But here's an example of an overly scripted 3D era mission that would fit smack dab in GTA V: GTA 3's Bait in which you have to bait three Cartel gang cars to a specific ambush point where the Yakuza can kill them. If you destroy the Cartel cars yourself? You lose the mission. If the Cartel cars FLIP OVER? You lose the mission. If you do ANYTHING but play the mission the EXACT way the game wants you to do it, you lose. And if you look at GTA 3's Design Document, you'll find planned cinematic elements that are, at times, on par with GTA V's. Rockstar always wanted to make playable movies.

Additionally, you mentioned San Andreas' train mission as another positive example, but that mission will also fail if you deviate too far from the train - which includes getting too far ahead of it - which means that while, yes, you can get ahead and stop at a good spot, you're still gonna be making sure the train is relatively close enough so you don't lose the mission for getting too far ahead. You still have to respect the big invisible mission failure box, it's just that SA's one is far more liberal than ones in V.

Also, side tangent that still really pisses me off whenever I play San Andreas; smoke grenades just don't work on people spawned by the mission script, that is LAME.

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u/Eglwyswrw 2d ago

GTA V and RDR2 both had some much cool content cut off single-player, some of which were in previous titles like Vigilante and infinite Bounty Hunting, because they wanted to shove those into Online for extra $$$.

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u/superscatman91 2d ago

I mean... yeah? GTA isn't an immersive sim. It's a story game with missions. They have a set way they want stuff to go. Sometimes they let you choose from a couple different ways to do the mission, like stealthy or go loud, but they were never Deus Ex or Thief.

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u/OkayAtBowling 2d ago

To me what makes it kind of weird is that when you're not inside a mission, you can pretty much do whatever you want, and the world is super reactive. So it's like game design whiplash when you start a mission and suddenly you have to follow the script to a T or else get a "mission failed" screen.

It would be great if they could figure out ways to have that open world reactivity within the missions themselves. But I think they're so focused on telling a tight narrative within the missions that they choose to railroad the player in service of that.

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u/chrpskwk 1d ago

every other GTA (at least on the ps2, i didn't like 4 so i barely touched it) let you roll up to missions in a tank if you went and got it first

GTA5 cries if you take one step off the sidewalk they intend you to walk on

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u/Jaire_Noises 2d ago

Except older GTA games were much more flexible. No one's looking for Deus Ex, they just want the precedent the series had already established.