Marcus Hayes
GTA VI desk
Witness behavior 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 difficulty without frustration 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 produces stories players can retell
- how the system behaves when the player is not following a mission
- whether it creates consequences without becoming annoying
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.
So I would put the question this way: What is the most practical advice connected to witness behavior? How could this make the story stronger?
A weak version of this discussion is just “is this good or bad?” A stronger version asks how difficulty without frustration 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 produces stories players can retell
- how the system behaves when the player is not following a mission
- whether it creates consequences without becoming annoying
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.
So I would put the question this way: What is the most practical advice connected to witness behavior? How could this make the story stronger?