Mason Stone 75
GTA VI desk
Vehicle damage 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
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.
So I would put the question this way: Which group of players would care about vehicle damage the most? Where do you agree or disagree? What system should this connect to?
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
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.
So I would put the question this way: Which group of players would care about vehicle damage the most? Where do you agree or disagree? What system should this connect to?