The GTA V narrative felt a bit straightforward, whereas GTA VI might offer more depth...
The GTA V narrative felt a bit straightforward, whereas GTA VI might offer more depth...
I began a discussion about my thoughts on GTA VI. I’ve gathered ideas for the storyline and wanted your feedback. My experience spans multiple versions—GTA III, GTA V, GTA LCS, GTA SA, GTA IV, GTA: TLAD, GTA: TBOGT, and GTA V. I’ve also explored some mechanics in GTA VCS and experimented with combat. This gives me a solid grasp of the genre to craft a compelling narrative.
Initially, I considered exporting my work as a Word file and PDF, but technical issues prevented that. Here’s what I’ve shared:
We’re aware that after years without clear hints, the community is anxious. Any plot falling short of GTA SA, GTA IV, or GTA V would be disappointing. It’s crucial to stay informed about what fans suggest, or else R* and Take 2 might be seen as opportunistic.
Regarding the story, leaks suggest a focus on two criminals—a couple. While this might seem simple, it risks repeating the formula from GTA V. I think a three-character setup could add depth, as seen in GTA Five. Heist themes are already explored in GTA V, but we should avoid copying it or previous titles.
Satire remains a key element, especially with global audiences. Including diverse cultures could broaden appeal, though it carries risks. I believe a fictionalized Monterrey or a multicultural setting in Brazil could work well, enhancing relatability without overshadowing the story.
Character development is central. I propose a female lead paired with two males, with R* possibly creating tension between them over the woman. This dynamic could mirror past conflicts in GTA V, but with fresh motivations. The chemistry would be intriguing, especially if we explore how societal pressures shape their actions.
The narrative should reflect modern society’s flaws—how a flawed system breeds criminals, how people justify their actions, and the consequences of neglecting others. It’s about exposing the harsh realities behind the surface, not just telling a lighthearted tale.
Some key dialogue moments could highlight these themes:
- A character responding to a conversation, emphasizing the complexity of their situation.
- Another character discussing past events and societal influences, showing how they shaped the protagonist’s choices.
Overall, I aim to balance humor with critique, offering a fresh take while staying true to the satirical roots of GTA. What do you think?
Honestly didn't read all of it. Anyway here are my thoughts on some of the things you brought up. About characters I personally don't like playing multiple characters at the same time because it makes it harder to care for each individual character. In GTA V I always played Franklin. I ignored the other 2 and only played as them when I was forced to. So for GTA VI it would be best imo if they get rid of the multiple characters thing. However if they feel the need to include multiple characters like GTA V I personally think it would be better to limit it to just two or make it so that you pick one character that you can play for the whole game without being forced to another. I don't agree with your assessment that GTA VI has to be better than the last 3 combined. The only thing it has to do to be considered a success is to be better than V especially since most people these days never played the older GTAs. Bonus points if it goes back to its roots and brings features back that have been missing since SA but that would only be the cherry on top. Also what does it take to be better because honestly the last GTA games haven't been better than their predecessors. My favorite GTA ever is SA. The game after that GTA IV was also at a similar level but not quite. GTA IV had a lot less things to do outside of missions and also missing tons of features. Things GTA IV did better was the story and the overall more realistic feel to the game. The game after GTA IV was again a step down from its predecessor. GTA V brought back some features and activities but also lost a few and is still not at the level of GTA SA. The story wasn't as good as GTA IV plus the missions got more linear and repetitive. Also GTA V lost the more realistic touch GTA IV had.
I didn't read everything. There's too much, needs to be far more concise. Not a writer but I've dabbled, and want to continue (maybe there's some amateur writers communities/competitons? if that's even how it works like there's game jams and other competitions) , so in a sense what you've written sounds very surface level. There is no why in your post. Think about the medium that GTA is. Anything serious can't be explored. Players actions do not reflect gameplay. As an example, nice touch in Plague's Tale: Requiem is that when Amicia starts loosing her edge, she starts to enjoy killing, often justifying it as revenge. Gameplay wise more and more options for bloodthirsty kills opens up. Deeper than that, the game often encourages the player to take the violent path and run away because it's easier than being stealthy, saving lives and doing the right thing, just like in the story. You not only take the shoes of the main character narratively but also through your own actions as you yourself want to take the bloodthirsty route because its easier. You start enjoying killing guards in far more creative ways just like Amicia does in the story. A reflection of one to one. This level of depth is not possible for Rockstar to explore. There will be a bipolar world, story if it's sensere yet the moment a cutscene/missions ends, the player can do a 180 and start mindlessly killing everyone. GTA isn't a caricature, commentary because that was the intentions of the writers, it's a caricature and ironic commentary because that's the only thing that's left for them to choose.
The challenge lies in crafting a narrative that avoids becoming a confusing mess, which contributed to the failure of GTA V's development. Players often face tough choices—either focusing on one character and making the other secondary, or spreading attention across multiple figures, which rarely resonates with audiences. The expectation is that R* would invest heavily to satisfy everyone, yet only two characters exist and many players disengage. If GTA VI surpasses V, it would be a significant improvement. Many believe R* should have prioritized depth over quantity, delivering richer content instead of trying to please all sides. GTA SA remains a beloved classic, offering a more focused experience. GTA IV emphasized realism and storytelling, though it faced criticism for lacking gameplay variety compared to later entries. GTA V attempted to merge SA’s depth with IV’s realism, but its updates felt superficial, mainly affecting multiplayer. Ultimately, players tend to favor SA over IV and V, while acknowledging that R*’s efforts were ultimately insufficient.
Well, this piece feels more like scattered ideas and long-winded thoughts than a clear explanation. I think you probably wanted a clearer structure to make it more engaging. Unfortunately, I’m feeling scattered too, which explains why I didn’t jump in sooner. I get your point, but I don’t believe R* are incapable of playing a deep game. Instead, they seem hesitant to dive in deeply. Consider GTA IV—its gameplay often matched the story, right? Niko’s stats can’t jump to 100% instantly, especially since he’s a trained soldier. Getting him to gain massive stats or perfect shooting skills within the timeline doesn’t make sense unless he’s not trying to be the hero. It’s possible the developers aimed for a different kind of experience, moving away from what initially drew attention but eventually resonating with players.
I’m not entirely aligned with your perspective here. There are many ways to design a two-character system while still focusing on just one player character. Some ideas could include: - the second character acts as a companion who handles tasks independently while you manage the other character - if the character you prefer not to play does something story-driven alone, they share updates afterward through news or third-party sources - this approach shouldn’t hinder gameplay. Your view is understandable, but I believe as long as the VI version outperforms the V version, it would also be superior to IV and SA in your opinion. We’ll have to observe how it develops. However, if the overall direction of Rockstar games over the past 15–20 years suggests a trend toward more linear storytelling in GTA, I’d expect it to lean even more on visuals and less on genuine gameplay with excessive flashy elements, similar to RDR 2. I hope this isn’t the case, but it’s something I’d like to confirm.
Yeah, sure. 2-player formula can work, I don't deny that. Even myself thinks the 3rd character is, even in a best-case-scenario, going to be eclipsed by the chemistry btw a male and a female. But Trevor was the exact same thing, If you remove Trevor out of the GTA V equation you get, well. 2 characters that can seamlessly deliver a good storylike, without having to separate their worlds from each other. That sounds reasonable, I mean, I strongly believe that a game where you have three cities and three players where you can do individual missions & stuff without having to require 2 or more characters to execute the mission, makes sense. But if you stick to that individualism based gameplay, It's like trying to do 2 or 3 different games. So It wouldn't be one game, rather; what Grand Theft Auto IV did with its Episodes. So we would be going back to the money-grabbing-DLC formula. Ofc that can be done considering how dependent we are on social media nowadays. But unlike you, I DO SEE how that would negatively influence gameplay. It wouldn't be a game, but rather, 2 games trying to please different audiences. Maybe if I upload a diagram or something you would get what I am trying to outline when it comes to integrating 2 or 3 characters in the same story, not the way you suggest (not that I don't appreciate your ideas), but the way I would think it would make sense plot-wise. Yes it would, but remember, the problem is not GTA VI having to beat GTA V because that would also imply beating GTA SA and IV [according to my logic of GTA V > (GTA SA + GTA V)], The problem is GTA VI having to probably beat GTA III, VC, SA, IV and V combined. Because apparently, people aren't willing to wait 10+ years for something that is only better than V in certain aspects, but worse in many others. R* is taking more time, and GTA Fans are more and more anxious to get their hands on the new GTA. Most casuals go like this (according to my background in games and tech): "GTA 3 was phenomenal, but city is two small" "GTA VC music and plot is great, but in essence; the game is not very different from GTA III" "GTA SA is god (sorry) but graphics are wack" "GTA IV realism is absolutely insane, but in GTA you could f*k chicks with mods and fly airplanes" "GTA V is king of multiplayer, except it isn't, because people and corporate greed ruined the multiplayer and ignored Single-Player" The gaming & entertainment industry is so obnoxiously big that, do you be Rockstar, can you NO longer take the time and let people appreciate the work so many creatives, executives and devs have put in. And it makes sense because people pay big cash in this things and expect big results. That's gaming in a nutshell, I would say. This ain't about you being right or me being wrong, or any other possible combination. This is 'bout "gamers", assuming they got the cash, spend no less than $1000 in electronics plus games, and ofc you're going to DEMAND a BRUTAL GAME. Because, at least in the 1st world, money talks a lot. U gotta believe me on this one as well, that is sadly, going to be true. Which is a real shame. But well, at least I can share my GTA 6 perspective with you boys. That's all. Anyway, I may keep working on ideas. Just don't expect that to be materialized into a document or anything of that sort anytime soon.