Victor Rivers

GTA VI desk
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Disquo GTA VI desk
Weapon handling only matters if it changes normal play, not just one scripted mission.

A weak version of this discussion is just “is this good or bad?” A stronger version asks how replayable missions changes player behavior: what people expect, what they prepare for, and what they stop assuming.

Three things would make the topic more useful:
- whether it creates consequences without becoming annoying
- how it interacts with police, traffic, NPCs, money, or exploration
- whether it produces stories players can retell

Коротко по-русски: 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 would make weapon handling feel important rather than just interesting? What would be the next useful confirmation? How could this make the story stronger?