Nina Stone
GTA VI desk
Vehicle damage only matters if it changes normal play, not just one scripted mission.
It starts by admitting what we do not know yet, then looking at the details that would be hard to fake in the final game: how systems interact, how the world reacts, and whether moment-to-moment play gives players something to do rather than something to argue about.
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.
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.
Curious where people land on this: What system would make vehicle damage matter during actual gameplay? What would be the next useful confirmation? What visual clue would you watch first?
It starts by admitting what we do not know yet, then looking at the details that would be hard to fake in the final game: how systems interact, how the world reacts, and whether moment-to-moment play gives players something to do rather than something to argue about.
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.
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.
Curious where people land on this: What system would make vehicle damage matter during actual gameplay? What would be the next useful confirmation? What visual clue would you watch first?