Eva Rivers
GTA VI desk
Police memory 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 replayable missions 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
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.
That is why I would rather discuss one concrete thing: Which group of players would care about police memory the most? Where do you agree or disagree? Would this create better player stories?
A weak version of this discussion is just “is this good or bad?” A stronger version asks how replayable missions 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
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.
That is why I would rather discuss one concrete thing: Which group of players would care about police memory the most? Where do you agree or disagree? Would this create better player stories?