Marcus Rivers
GTA VI desk
NPC daily routines only matters if it changes normal play, not just one scripted mission.
The part I would push on is emergent stories. If that does not change anything a player can feel, then the topic is probably just pre-launch noise. If it does, it can tell us something real about the direction of GTA VI.
The strongest GTA systems are the ones players notice by accident: an NPC reacting differently, a police chase taking a new turn, a damaged car changing the escape, or a small choice creating a story nobody planned.
Если проще: В геймплее важны системы, которые работают не только в миссиях. Если мир реагирует на действия игрока сам по себе, GTA VI будет ощущаться намного живее.
Curious where people land on this: What visual detail would tell you the most about NPC daily routines? What older GTA expectation should GTA VI challenge? Would this help online play or just add noise?
The part I would push on is emergent stories. If that does not change anything a player can feel, then the topic is probably just pre-launch noise. If it does, it can tell us something real about the direction of GTA VI.
The strongest GTA systems are the ones players notice by accident: an NPC reacting differently, a police chase taking a new turn, a damaged car changing the escape, or a small choice creating a story nobody planned.
Если проще: В геймплее важны системы, которые работают не только в миссиях. Если мир реагирует на действия игрока сам по себе, GTA VI будет ощущаться намного живее.
Curious where people land on this: What visual detail would tell you the most about NPC daily routines? What older GTA expectation should GTA VI challenge? Would this help online play or just add noise?