Anya Rivers
GTA VI desk
Map traversal could be more than scenery if Rockstar uses it to change the pace of Leonida.
For example, I would want places to behave differently depending on time, weather, traffic, money, police presence, and what kind of people are around. A beach district, a swamp road, and a dense Vice City block should not feel like the same space with different textures.
The practical questions:
- whether travel itself creates stories
- reasons to return to a place after the first visit
- differences between neighborhoods, roads, beaches, swamps, and tourist areas
Если проще: 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 system would make map traversal matter during actual gameplay? What economy mistake should GTA VI avoid?
For example, I would want places to behave differently depending on time, weather, traffic, money, police presence, and what kind of people are around. A beach district, a swamp road, and a dense Vice City block should not feel like the same space with different textures.
The practical questions:
- whether travel itself creates stories
- reasons to return to a place after the first visit
- differences between neighborhoods, roads, beaches, swamps, and tourist areas
Если проще: 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 system would make map traversal matter during actual gameplay? What economy mistake should GTA VI avoid?