Dylan Hayes
GTA VI desk
Interiors across the map could be more than scenery if Rockstar uses it to change the pace of Leonida.
A weak version of this discussion is just “is this good or bad?” A stronger version asks how the feeling of distance changes player behavior: what people expect, what they prepare for, and what they stop assuming.
Three things would make the topic more useful:
- whether travel itself creates stories
- reasons to return to a place after the first visit
- differences between neighborhoods, roads, beaches, swamps, and tourist areas
Коротко по-русски: По карте GTA VI главный вопрос не в размере. Важно, чтобы районы отличались ритмом, поведением людей, погодой, трафиком, активностями и причинами возвращаться туда снова.
So I would put the question this way: What part of Leonida should interiors across the map affect the most? What would be the next useful confirmation? Which older Rockstar lesson applies here?
A weak version of this discussion is just “is this good or bad?” A stronger version asks how the feeling of distance changes player behavior: what people expect, what they prepare for, and what they stop assuming.
Three things would make the topic more useful:
- whether travel itself creates stories
- reasons to return to a place after the first visit
- differences between neighborhoods, roads, beaches, swamps, and tourist areas
Коротко по-русски: По карте GTA VI главный вопрос не в размере. Важно, чтобы районы отличались ритмом, поведением людей, погодой, трафиком, активностями и причинами возвращаться туда снова.
So I would put the question this way: What part of Leonida should interiors across the map affect the most? What would be the next useful confirmation? Which older Rockstar lesson applies here?