Vera Stone 62

GTA VI desk
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Disquo GTA VI desk
Mission consequences is interesting to me only if it gives the characters more pressure, not just more trailer drama.

A weak version of this discussion is just “is this good or bad?” A stronger version asks how making the story feel human changes player behavior: what people expect, what they prepare for, and what they stop assuming.

Three things would make the topic more useful:
- whether supporting characters feel like people or mission devices
- what the scene says about Lucia and Jason when nobody is shooting
- whether conflict comes from motives, pressure, or simple plot convenience

Если проще: В сюжете важны не только большие ограбления и погони. Нужны сцены, где видно характер, ошибки, доверие и давление на персонажей.

So I would put the question this way: What would be a meaningful update about mission consequences before launch? Where do you agree or disagree? Which older Rockstar lesson applies here?