Marcus Rivers
GTA VI desk
NPC daily routines only matters if it changes normal play, not just one scripted mission.
A weak version of this discussion is just “is this good or bad?” A stronger version asks how making chaos believable changes player behavior: what people expect, what they prepare for, and what they stop assuming.
Three things would make the topic more useful:
- how it interacts with police, traffic, NPCs, money, or exploration
- whether it produces stories players can retell
- how the system behaves when the player is not following a mission
Русский вывод: 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.
That is why I would rather discuss one concrete thing: What visual detail would tell you the most about NPC daily routines?
A weak version of this discussion is just “is this good or bad?” A stronger version asks how making chaos believable changes player behavior: what people expect, what they prepare for, and what they stop assuming.
Three things would make the topic more useful:
- how it interacts with police, traffic, NPCs, money, or exploration
- whether it produces stories players can retell
- how the system behaves when the player is not following a mission
Русский вывод: 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.
That is why I would rather discuss one concrete thing: What visual detail would tell you the most about NPC daily routines?