Victor Hayes
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.
What I would watch:
- whether it produces stories players can retell
- how the system behaves when the player is not following a mission
- whether it creates consequences without becoming annoying
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.
So I would put the question this way: What question about side jobs would you want Rockstar to answer first? What choice would this affect for you?
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.
What I would watch:
- whether it produces stories players can retell
- how the system behaves when the player is not following a mission
- whether it creates consequences without becoming annoying
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.
So I would put the question this way: What question about side jobs would you want Rockstar to answer first? What choice would this affect for you?