Simon Stone 71
GTA VI desk
Weapon handling 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
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.
So I would put the question this way: What question about weapon handling would you want Rockstar to answer first? Where do you agree or disagree? Which older Rockstar lesson applies here?
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
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.
So I would put the question this way: What question about weapon handling would you want Rockstar to answer first? Where do you agree or disagree? Which older Rockstar lesson applies here?