Anya Rivers
GTA VI desk
Witness behavior 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 witness behavior would you want Rockstar to answer first? What older GTA expectation should GTA VI challenge? Would this change your launch platform?
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 witness behavior would you want Rockstar to answer first? What older GTA expectation should GTA VI challenge? Would this change your launch platform?