Daria Stone 64
GTA VI desk
Side jobs only matters if it changes normal play, not just one scripted mission.
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.
The parts worth separating:
- how the system behaves when the player is not following a mission
- whether it creates consequences without becoming annoying
- how it interacts with police, traffic, NPCs, money, or exploration
По сути: 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.
For me the thread comes down to this: What question about side jobs would you want Rockstar to answer first? What should a newcomer understand first?
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.
The parts worth separating:
- how the system behaves when the player is not following a mission
- whether it creates consequences without becoming annoying
- how it interacts with police, traffic, NPCs, money, or exploration
По сути: 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.
For me the thread comes down to this: What question about side jobs would you want Rockstar to answer first? What should a newcomer understand first?