Quantcast

Jump to content

» «
Photo

For the ♥ of $$$

284 replies to this topic
meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#121

Posted 19 January 2013 - 06:51 PM

I updated the intro with some of the more interesting bits from the thread this morning.

Again, thanks for the feedback, pipples.

Kyle17
  • Kyle17

    The hero Vice City needs, but not the one it wants.

  • Members
  • Joined: 27 Jun 2007
  • None

#122

Posted 20 January 2013 - 12:06 AM

QUOTE (meta187 @ Thursday, Jan 17 2013, 17:14)
QUOTE (Kyle17 @ Thursday, Jan 17 2013, 06:45)
One thing they could do is bring back the system from VCS. After you die or get busted, you have to buy back your weapons at an additional price. Instead of losing them or just keeping them for no reason.

That's certainly a consideration that hasn't been brought up. Having to buy back all your weapons and gear after a failed mission would certainly make you try harder to get it right the first time and add value to those items, assuming you're not the type of guy like myself who goes back to an earlier save.

As an alternative perhaps, you could tie this in to the earlier mentioned home weapons cache idea, where after an arrest you pretty much walk out unarmed, from there you have to return to your home and restock on the weapons from the limited selection there, all of which you bought prior or go to the nearest Ammunation to restock. In the meantime your defenseless so you avoid enemies and police alike, driving a little more careful on the way back to your chosen option.


@Shinsta: I do like the idea of a Crew Alliance option. Both the leaders of 187 and OCPC have spoken with me on that at one time or another and I find it appealing. There just needs to be a formal way for that to be recognized as you suggested.

I was playing Chinatown Wars earlier & had an interesting idea:

When running from the cops, it would be cool to stash your weapons in a dumpster somewhere (as long as the cops don't see you do it). That dumpster would then be marked on your map so you could pick it up later. However, if you take too long, the garbage may get collected & you'd loose your weapons. Or, if you got there when the garbage truck was collecting, you could chase it down & get your guns back by stealing the truck.

grope_4_that_date
  • grope_4_that_date

    Future Moderator

  • Members
  • Joined: 26 Feb 2008
  • None
  • Best Fan Art 2012
    Most Improved 2012
    Topic of the Year 2011 "GTA V Screenshot Fun"

#123

Posted 20 January 2013 - 03:02 AM

I made a topic awhile back, For the Love of Money, but later changed it to The Money System. Let's combine our ideas. I definately agree this is a very important topic. cool.gif

There are three things Rockstar needs to master in V.

1. The Wanted Level System
2. The Economy
3. Multiplayer

Those are the three most essential features for any Grand Theft Auto game. And they all can be improved.

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#124

Posted 20 January 2013 - 07:22 AM

QUOTE (grope_4_that_date @ Sunday, Jan 20 2013, 03:02)
There are three things Rockstar needs to master in V.

1. The Wanted Level System
2. The Economy
3. Multiplayer

It's certainly commendable that you tackled this topic in a similar fashion a while back, I took the time to read through the opening post and while a lot of that ground's been covered thus far there were a few choice bits I really liked that hadn't been addressed quite as well that I'll pull.

QUOTE (grope)

Money needs to be worth something. More importantly, Rockstar needs to put things in the game that we want but can’t get yet (Houses, cars, perks, etc).


We've said this very thing within this topic but it's a simple point that seems like the bottom line to a degree. Rockstar needs to put things in the game that we want but can’t get yet. A large number of items need to have value and seem unattainable in the opening parts of the game, that way when later they are earned they carry the weight of something we actually worked for or gained by unconventional means.

I'm a big fan of Manhunt, played the living crap out of it and am probably a bit scarred for life as a result but I really liked what you said about it in regards to scaling violence.

QUOTE (grope)

Rockstar needs to remember how Manhunt unfolded. In Manhunt, players started out with small melee weapons, while guns and heavy weapons were gradually introduced to the story. 'Bleed Out' was my favorite mission in GTA4. We need more missions that are non-gun based. We've had plenty of GTA4 and it just felt repetitive. Guns need to be slowly introduced to the game, just like Manhunt.


Crime in and of itself is not always necessarily violent. It starts petty and graduates to a more serious degree when an individual takes on more risk. When it does turn violent it is usually out of necessity or the heat of the moment. A criminal who makes his living boosting cars or another who plans elaborate bank heists first thought is not necessarily to solve every issue by shooting up the place. They'll look for the most convenient professional way to pull off their task and apply force where necessary. Even in dealing with an adversary they may not necessarily look to outright kill the person until all else has failed so yes, there's something to that gradual decline into stronger violence that would lend momentum to the game and give you poignant cues that, "Hey, now it's getting serious, dude" because prior to the first time you pulled out that pistol and put someone down you were creeping around doing crimes, occasionally roughing people up but you didn't have to resort to that sort of thing until your hand was forced.

I'm not sure that kind of scenario will make it into this game as the opening missions seem to be likely set in stone at this point in production but it is still a very interesting idea to explore for possible future DLCs or installments. A lot of people really enjoyed Jason Brody's descent from frat bro to island savage recently in Far Cry 3 and there's certainly a place for that sort of character transition in a GTA storyline as well but the pacing for it to be convincing has to be handled in a very nuanced way if they ever really want to convince us a valid character change has occurred. Jason sort of went from a rightfully scared out of his wits tourist to John Rambo within the opening three storyline missions so that dynamic got cast aside early on for the sake of getting on with the action. I can't even say that was a mistake from a game design standpoint because your average gamer wants to get to the action right away but I'd certainly appreciate the effort if I played a game where I was doing conventional non violent crimes or living a normal day to day life, going to work, paying bills and had to go through a process of learning to be more violent as a result of circumstances becoming increasingly desperate and close people betraying my trust. There's a story there within that idea that hasn't yet been told in the gaming industry.

As far as combining topics goes, I'd ask that you go back and read the intro as I've edited in some of the better bits from this thread and really just think what you feel might add to what's already been suggested, this discussion so far has been pretty worthwhile and it's always good to hear someone else's take on things, even if it's going back over ground that's been covered or adding to an existing idea.

Pusher
  • Pusher

    Player Hater

  • Members
  • Joined: 06 Jul 2004

#125

Posted 20 January 2013 - 04:40 PM

I really do like the idea of safe houses. Setting up for a heist in sort of a virtual locker room and getting to see all that you have collected would be excellent. Also, the idea of planting in an apartment near a bank and doing your 'homework' before a heist gives me the shivers. It would be so cool to combine these with other things in the process of prepping. Like 2 players learn the guard rotation, 2 players research the vault and internal security, 2 others have to go find custom tools needed to break that vault, etc.

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#126

Posted 21 January 2013 - 03:26 PM Edited by meta187, 21 January 2013 - 03:36 PM.

I pulled some quotes I enjoyed from Grope's previous topic that still seem to resonate with and echo what we are saying today.

QUOTE (CheesyJ @ Saturday, Sep 24 2011, 19:48)
I agree with a lot of the issues that have been raised here relating to money. This has to be an aspect of GTA which resembles real life in one way and is very realistic. In real life, when we earn money, that is seen as a good acclomplishment from us. We like to think of what valuable item we can go out and spend that money on.

To an extent, you were able to do the same thing in GTA IV; however it just was not the same as previous games we had witnessed before that. Money was so valuable. We would save up for a long time to buy an item which made gameplay more exciting: basically something that could help to enhannce our gaming experience. There was not really anything that you could properly save up to buy on GTA IV. Most items were easily bought in a short space of time and most were not of great value anyway.


QUOTE (Morsaw @ Sunday, Sep 25 2011, 01:58)
Yeah in GTA IV, the most expensive things were buying Weapons, but why buy a weapon when you can just easily pick it up on some secret location? I mean the ammo for the Rocket Launcher cost 1,000 Per rocket, and you could just swim up to Northwood on that island and pick up 3 rockets!


QUOTE (EternalAgony @ Sunday, Sep 25 2011, 16:52)
This list is a start, however if you remember money has been an issue even in the III era. The player has always had more money than they need, which has lead to the feeling of incompleteness and unrealistic pricing. In the III era, you had to pay about 4500 for M4 bullets, which makes no sense. Why? Because of how badly money has been handled.

Also, there should be about 5-8 clothing stores, with each location selling different items for the other (so a Binco in a rich neighborhood would sell casual clothing, but a Binco in "the ghetto" would sell clothing based on whatever gang's territory they're in. This could tie in with a "respect" system). Each clothing store should  sell many things- sort of like San Andreas, but differently. There should be more formal clothing options (similar to GTA IV, except expanded even further), more casual clothing, hoodies, jackets... If possible, I would also appreciation a system similar to Saint's Row where you can customize colors. If not, then adding more clothing is the way to go. I'd prefer both, though.


QUOTE (GTAfear @ Saturday, Oct 1 2011, 09:10)
Well, there are multiple ways of making money more important and "tactical".

1. Make missions less rewarding. Missions should averagely reward the player with 1000$. It's stupid how you help out Little Jacob in a gunfight and he gives you 500$ "for a beer". 500$, I think that's a lot of money. The most money a mission should give the player is         50 000$ and that would be the last main mission in the game.

2. Make things more expensive. Food should remain 5$, but clothes, houses, weapons, etc. should cost more.

4. I don't think properties should generate money. It will lead to the same thing that happened in VCS - you practically have infinite money. I don't want to receive 50 000$ every day... It's ridiculous!

3.
QUOTE
I often go back to the beginning of the story in IV to replay the era when Niko was poor, and finding some pistol ammo was a great advantage. Knowing I only have seven bullets left and $35... (for burgers).


The beginning of the game, when you still have little to no money or ammo and missions are easy, is my favorite part of every GTA game. This "no money and ammo" era should last longer. Not the first 5 missions, make it last 20 missions!


QUOTE (ThePinkFloydSound @ Thursday, Oct 13 2011, 15:11)
I made a similar topic about this sort of thing before IV came out. Like your bodyguard idea, I thought it would be cool to pay them a wage. So towards the end, when you're earning mega bucks there's still money regularly going out of your account too. IF you could also upgrade your security, better weapons, better armour, better vehicles.

My idea, from memory, is that you can choose 3 different types of cars your cronies will drive. They can be upgraded the more you level up. You can upgrade them to armoured cars, which will be very expensive.

Casinos are a must have. How many hours did you guys all waste there?

I believe you should be able to go in to the negative too. Borrow money, that is. Say you want to buy weapons for a heist that you know will be lucrative but you need dollar bill for better hardware.

Also, robbing banks should be there. I've said this before. This will really help with longevity of the game. Say there are 3 rob-able store-types. Corner shops (easy), high street/designer shops (medium) and banks (hard). Obviously the more difficult the more lucrative. Banks will always require you to hire a very specialist and expensive crew, for example and lock/safe hacker, muscle and payoff someone on the inside. See what I mean? You'll have to have a good amount of cash and skill to able to rob a bank and not get killed so you must start off doing corner shops first.

This is just ways to earn loads of cash and spend loads too.


QUOTE (D- Ice @ Saturday, Oct 15 2011, 12:21)

I think the biggest problem with many of the past GTAs like you quite rightly said was the lack of things to do with your money. I really had no use for the money whatsoever - except pointless, ridiuloucly priced rubbish. I think this can immediately be fixed by simply making things more expensive - like many people already said.

Another, much deeper source of this problem lies partially in the game premise and design - let me explain.

First you are always a super-criminal who simply takes whatever car, boat, helicopter you desire at the simple press of a button as soon as you see them. The worse consequence you face is a one-star wanted level - which as soon as you lose - you are completely free and above suspicion. Maybe the driver will retaliate too by hijacking their vehicle back or pulling you out for a fight.
Another thing is that there is very little interaction with the criminal underground during free-roam - it is all in missions. You cannot use your money to bribe gangs and cops, buy drugs or illegal good except for the now worn out gun shops.

My solution is easy. Make the game more realistic. I understand there is a trend of jumping the gun with "more realism=worse gameplay", but surely the very fact that people are complaining about a game where you are a super-criminal who take any vehicle they want like many people are doing now is proving otherwise.

It is ridiculous to have carjacking a simple button press and watching one of a few predetermined animations in a game names 'Grand Theft Auto'. It should be more of a mini-game - maybe somewhat similar to the mechanic in Mercenaries 2. Also, maybe add the hot-wiring thing from GTA Chinatown Wars. These will firstly act to make the game more challanging and fun, as well as making you appreciate cars more. The more expensive cars will be more difficult to steal or hijack. Maybe if you manage to hijack that Infernus in the CBD, the rich owner's bodyguards will appear in black sedans to chase you and shoot at you once they stop you. Or hijacking that VIP driver will instead get you a two star wanted level. Maybe also one you losethe cops in a stolen car, it will remain hot, and cops will chase you again if they see it after you loise them.

The second way this acts to improve the game is it will encourage you to buy cars more often to avoid all those risks, which should be an option to just stealing cars. Something else you can spend your money on.

As for the increased, complex interaction with the criminal world during free-roam gameplay, this will again be more stuff to spend your money on. You can bribe gangs so they stop sending hitmen after you during free-roam (like your mother does in GTA LCS). Or maybe you can pay free-lancing hitmen to do hits on rival gangs for you, taking out their leaders and significantly weakening them if your hitmen are successful.

You can also use your money on more legitimate things once you get sh*tloads of it - maybe a helicopter with pilot to fly you anywhere in the city in style whenever you want. Maybe bodyguards who follow you everywhere and protect you from hits by other gangs. Maybe even some home decore like a strip pole complete with stripper in your living room. biggrin.gif

Also, how about rent maybe? It is weird you don't pay a single cent for anything in terms or rent and living expenses as soon as you get, buy or take over a safehouse. Maybe that constant drain on your finances - or maybe just one-off cost at ever save - will put a constant strain on your finances and force you to keep making money. Though not too sure if that might be taking it a bit too far for a crime game, especially as it has very little to do with actually spending your money on criminal activities or on things most commonly associated with the gangster lifestyle.


QUOTE (grope_4_that_date @ Sunday, Oct 16 2011, 02:06)
You just inspired my two greatest ideas. I'll post it here and then submit it to my Police Realism thread. Thank you! I don't know how this happened. I had an epiphany!

The Summary: Key Points For Those Who Do Not Feel Like Reading The Whole Thing

Clock Timers - Timers will start every time you steal a car, depending on the time and location you steal them.  The clock can go from 3 minutes to 5 days. For example, if you steal a car at night in an abandoned car, you'll have 3 in-game days to sell it for parts, paint it, or ditch it completely. If you steal it in the middle of the street with 30 witnesses, you'll have three minutes.

Heat Bars - Heat bars serve as a record of your (unwanted) police attention, hence the name. Heat bars are completely separate from your wanted levels. See description for more details.

• Running from the police will DOUBLE the cost of your crimes.

• When you reach a full heat bar, the police will set up a raid outside your house. They don't know you're location until you give yourself away.


The Idea(s) & Reasons Why They Work:

Stealing a car should be more dangerous.  Players should feel 'heat' from the police after breaking the law, especially if they do it out in the open. It's simple, more consequences equals more fear, which eventually leads to more thrill.  Rockstar's Manhunt had me shaking in my pants because I was terrified of dying. It made the game entertaining. They need to transfer this over to Grand Theft Auto. Players should feel like they're always looking over their shoulder. The problem is making it fun and not annoying. I think I have a solution.

Timers and the Heat Bar

How about every time you steal a car; there is a timer at the top of the screen. This timer would serve as the time you have to get that car off the street before you get a two-three star wanted level. However, this timer has no affiliation with how many stars you originally get while stealing the car. For example, if you steal a car in the middle of the daylight, you'll most likely get a one star wanted level. Once you lose the police, you'll still have the timer running. Basically, the timer implies that you'll have 10 - 15 minutes to either 1) lose that car 2) get it painted 3) stripped for parts. Also, once the timer ends, you can lose that police, but your heat will increase.

Now, here's where it gets interesting. If you were to bring that stolen car back to your safe house, save the game, and then get back into the same car, you're heat bar would increase significantly. Step out of the car, and it will return to your original status. Why? Because that car's timer ran out. The police are looking for it. Basically, driving that car is dangerous and stupid. You won't get a wanted level immediately, but if you drive that car you eventually will.

• Full heat bars will not give you an immediate wanted level.

• You're heat bar will decrease significantly during the night, but will return to it's original percentage in the morning.


The Disadvantages of having a high heat bar:

• You'll get a higher wanted level for the crimes you commit.

• You'll get penalized for running from the police (double the cost of your crimes).

You will not get random wanted levels. (I don't think that would be fun.)

• However, here's the kicker! Police will set up raids outside your house! Scroll down to the raids section!


Police Raids

When you have a full heat bar, the police will set up a raid outside your house. The cool part is they will not know where you are, only if you give yourself away of course. The cops will say "We know you're in there. Come out with your hands up." You'll feel like John Marston in Red Dead Redemption, awaiting your assassination. You have two choices, 1.) Try to make a run for it or 2.) sneak out the back door if you have one!
How To Get & Remove "Heat"

• You get heat every time you escape the police. It will increase depending on the crimes you committed.

• You can remove your heat simply by paying your crimes, bribing witnesses or getting a pardon note.


QUOTE (Vormek @ Friday, Jan 13 2012, 02:11)
Good ideas. Here's my ideas and suggestions originally posted in another thread:

First of all, there should be NO money cheat like in San Andreas. I don't care if you say "simply don't use the cheat and let the people who want the cheat use it". I don't care if you say that because there should be NO money cheat! Completing all the missions and side missions would give you around 1 million dollars which is a good bankroll to start off with and if that's not enough for you there should be many different stuff you can do to get more money. Here's what I have in mind:

1: Growing weed in your greenhouse. It would take a long time before you can sell it so you must hire a few armed guards and pay them like $1000 in advance and $500 for every day passed in the game. The more armed guards you have the harder it gets for rival gangs/enemies to put you out of business. On occasion they will storm your drug spot and your guards will defend it. It would take 30 in-game days (around 15 hours) for the weed plants to grow to their full potential. After that you can sell everything or hire some junkies to sell it for you for a 10% cut of everything they sell. Meanwhile you can freeroam or do stuff you like while they earn the cash for you. Or you can sell it yourself and keep all the profit. Your choice.
As you earn more and more money you can expand your business and build a couple of more greenhouses and can make many different drugs. However, the bigger your business, the more enemies you get. The cops will eventually come down hard on you and you must bribe them every now and then and you must hire more people to protect your place. And more guards is essential to guard your greenhouses.

2: Robbing houses should return and robbing gas stations/7-11s would be pretty funny too. This would give you a few thousand dollars or so. And sometimes the store owners will defend themselves so you must keep your eyes open. Stealing cars and selling them should return, I liked the way they handled it in San Andreas but could improve a bit.

3: The possibility to own a restaurant/bar should be implemented! Imagine buying an expensive and luxorious restaurant for like $2.000.000 and have the possibility to modify the restaurant the way you want it to look. It would be awesome. Your restaurant place will make revenue and it would take some time to earn back the money you purchased it for but eventually you would make a profit. And owning restaurants = more respect and recognition. People will call you out on the streets "Heeeey John!" or something like that. There should be like 10 restaurants to own so you must WORK HARD to earn money so you can purchase all of them. But restaurants should not be the only option. You should be able to buy strip clubs, bars, casinos, jewelery stores, car dealership, malls etc etc. Obtaining all of these 150 - 200 different places would take a VERY long time and you would have to work very hard to gain the money. It would take like 2 - 3 months in real life to do so it could be a very long lasting game.

4: Selling property for profit/loss should be an option. The cost of a house should be realistic, not like those $10.000 worthless houses we saw in San Andreas. Make 'em at least $120.000 and watch the prices go up or down.

5: Working as a hitman for the mob. They will call you every now and then and ask you to pop someone. After a couple of hits you will move up in rank and eventually become... uhm, a high ranked mob. You can also take over their whole operation if you decide to kill everyone of them but bear in mind... this part should not be easy! It shouldn't be like, walking in a building and kill everyone with auto aim. The building should be heavily armed and you would have many enemies against you. If you fail one time, it would be saved on the game and the mobs will now be your enemies and they will send out hitmen to get you. When you drive a car they will perform a drive by, driving in your own car will sometimes have a bomb underneath so it's best to steal cars. You must try again to kill the entire mob organisation if you don't want people crawling from behind a rock every 30 seconds to kill you. When you succeed in doing so you can hire a few people to work for you to smuggle electronics/tobacco/cars etc etc. You don't have to do anything but paying your people every now and then otherwise they will be very angry if they don't get paid and may try to murder you. But as you gain their respect they won't try to kill you but rather quit working for you if they aren't happy with their pay. You can decide to kill them or let them go. And every now and then your people will ask you what to do if problems occur. For instance if the cops have searched one of your shipments and found 1000 pounds of tobacco you must tell your people what to do. Your people will do the work, you must use your brain to come up with a solution. You can tell them to bribe the cops or kill 'em.

All the above is one of many ideas I have about earning money in the game.
Here are some of my ideas on HOW TO SPEND your money.

1: Buying exclusive cars which you cannot find on the streets. You also have the choice to steal a car but the dealership guy knows the license plates and will call the cops. So everytime you drive around in that car you will have the cops up your ass. So it's best to buy the cars instead. And the cars should be expensive. A Lamborghini should cost $200.000 and you have 3 - 4 different models to choose from. You can buy a Bugatti for $1.000.000 and you will be the most fly guy on the streets. Bear in mind, 1.000.000 dollars is VERY HARD to obtain and it's adviced you don't buy this car until you own several restaurants/casinos etc etc otherwise you would be broke. Your car would spawn in your personal garage if it explodes.

2: Buying restaurants, casinos, pubs, malls, dealerships as mentioned earlier.

3: Buying private jets with pilots available 24/7. (Of course you can fly it yourself if you want to). Let's say one of your accociates calls you and tells you there's a problem with card counters in your casino. You would go to your private jet and the pilot will take you to your casino quickly. You enter the casino and tell the guards to bring the card counter guy to your office. You can torture this guy, punch him in the face and do a variety of things to him to make sure no card counters ever again come to your casino. After taking care of this you can then fly back and continue with whatever you're doing. Please note that calls like these shouldn't appear every ten minutes, it would happen every now and then but not to the point where it becomes annoying.

4: You should be able to spend a lot of money on strip clubs f:D

5: Modifying your houses with many different stuff. There should be like hundreds of different modifying options. Buying big screen TVs up to 65 inches where you can watch some hilarious satire shows created by Rockstar. Buying new kitchens/bathrooms, sofas, beds, rugs, and whatever you can think of!

6: Modifying cars! Please make this return. And this time with many different options to chose from.


QUOTE (ChillyPhilly @ Sunday, Jan 15 2012, 13:21)
You're bang on the money with this thread OP.

Nail. Head.

Money will surely play a role in V, we all imagine - just look at the logo. I agree with all the talk about social status. I want to feel big. I want to stand on the balcony of a penthouse apartment in central Los Santos, look over the city, watch planes take off and land at LSX, watch the sun set, then head down to ground level and drive to a club.

In the end, you shouldn't have to be running around making morons rich. Bring back that badass attitude from Vice City. Take control of the city. Be ruthless. After killing Sonny Forelli and watching the final cutscene at the end of Vice City, I felt like, 'This is it. I've done it. I've made it. The city is mine.' But that feeling wasn't quite there with San Andreas, at least not to the same extent.

Money. Power. Influence. Decadence.


QUOTE (HydraulicWaRiOr @ Sunday, Mar 25 2012, 04:42)
We should also be able to wear a pretty dress.


I particularly liked your idea on a "Heat Rating". It seems like a lot to throw in at the last minute in production but it made a lot of sense. Not only for the money aspect but in carefully making choices about where and when you'll commit a crime and how far you'll take it from there.

Whiskey
  • Whiskey

    Homie

  • The Connection
  • Joined: 29 Aug 2011

#127

Posted 22 January 2013 - 04:26 PM

QUOTE (meta187 @ Tuesday, Jan 15 2013, 00:49)
there have to be some other applications both serious and comical we haven't considered yet.


I can imagine going out on a binge session in LS with all three characters. Michael, Trevor and Franklin doing karaoke, Guitar Hero style haha! Speaking of games, maybe bring back the High-Stake poker from RDR. I could blow all of my money on that!

I agree with the Police idea, it should be very expensive if you get caught. Also goes if you die. You should loose all your weapons and the medical costs should really hard on your wallet. Maybe when pulling off a heist, you could pay off security so it would make life easier but it wouldn't come cheap.

Deffpony
  • Deffpony

    Stay Golden Ponyboy

  • Moderator
  • Joined: 08 Apr 2007
  • None

#128

Posted 22 January 2013 - 04:31 PM

QUOTE (meta187 @ Monday, Jan 21 2013, 15:26)
I pulled some quotes I enjoyed from Grope's previous topic that still seem to resonate with and echo what we are saying today.


Awesome Thanks meta.

It is really great to see all the ideas being put together

GreatGig
  • GreatGig

    Ron Swanson, A Swan Song.

  • The Connection
  • Joined: 26 Oct 2011
  • None

#129

Posted 22 January 2013 - 05:13 PM

I really like Grope's Heat Bars idea. It would tie in very well to the idea of buying your own vehicle as it means that the people who aren't keen on the system can simply avoid it and that, in turn, means even more use of the money you make (as well as paying off the police). The only criticism I have is that instead of stripping the car for parts it should just be sold to some dodgy bloke in a junk yard. Perhaps that's what you were implying in the first place. If so, ignore the rest. Stripping the car for parts sounds as though it would require yet more mechanics in a game that, so far, seems full-to-the-brim with them. Selling them to Mr. Dodgy is simple and works well to fuel the economy i.e. You haven't got enough money to buy your own car so you steal one, sell it to him, rinse and repeat a few times until you have enough, then go out and enjoy cruising in your brand new F9. This simple idea can please so many people in the various ways to handle it that it seems that it can't possibly fail, though I'd love to hear opposing ideas.

Of course, it would take a little getting used to, but so will controlling three different protagonists and all of the other things that will make this next installments one of the best.

GTA-King
  • GTA-King

    I was alive.

  • BUSTED!
  • Joined: 08 Jul 2006

#130

Posted 22 January 2013 - 07:27 PM

Fantastic thread! Still reading though all of it, and I must say, my hype level has skyrocketed!

I just hope some of this ends up in the game. cool.gif

Cyfa
  • Cyfa

    Paid In Full

  • Members
  • Joined: 21 May 2012

#131

Posted 22 January 2013 - 07:58 PM

QUOTE (GTA-King @ Tuesday, Jan 22 2013, 13:27)
Fantastic thread! Still reading though all of it, and I must say, my hype level has skyrocketed!

I just hope some of this ends up in the game. cool.gif

It makes my hype go down because I know that less than half of this stuff will be in V.

GTA-King
  • GTA-King

    I was alive.

  • BUSTED!
  • Joined: 08 Jul 2006

#132

Posted 22 January 2013 - 08:03 PM

QUOTE (Cyfa @ Tuesday, Jan 22 2013, 19:58)
QUOTE (GTA-King @ Tuesday, Jan 22 2013, 13:27)
Fantastic thread! Still reading though all of it, and I must say, my hype level has skyrocketed!

I just hope some of this ends up in the game. cool.gif

It makes my hype go down because I know that less than half of this stuff will be in V.

You're probably right. I really like the inventory idea though, and I hope that is in the game... if anything.

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#133

Posted 23 January 2013 - 03:57 AM

QUOTE (Cyfa @ Tuesday, Jan 22 2013, 19:58)
QUOTE (GTA-King @ Tuesday, Jan 22 2013, 13:27)
Fantastic thread! Still reading though all of it, and I must say, my hype level has skyrocketed!

I just hope some of this ends up in the game. cool.gif

It makes my hype go down because I know that less than half of this stuff will be in V.

Oh you never know, Cyfer. wink.gif

Besides there's always DLC and future installments. Don't be discouraged, if they don't add in a good idea right off there's always room to make changes or additions later on.

QUOTE (Whisky)

I can imagine going out on a binge session in LS with all three characters. Michael, Trevor and Franklin doing karaoke, Guitar Hero style haha! Speaking of games, maybe bring back the High-Stake poker from RDR. I could blow all of my money on that!


While the dates and hang out activities in GTA IV did draw some sharp criticism I honestly don't see why there can't be side activities that two of the protagonists can participate in at once. Because all three of them are so very different I can see that being hilariously awkward. As all three of them will surely have a unique "thing" being a talent that they excel in and the other person doesn't, there's a lot of potential for comedy there.

Over the weekend RDR hosted a tripled XP weekend, all of us here in the GTAF Crew did a lot of free roam but in the evening we settled in with Poker and Liars's Dice and had a great time. Had a few casual activities like this been available in the free roam lobby in GTA IV I definitely would have gotten a lot more out of them and spent money to play them.

Matty
  • Matty

    Wiseguy

  • Moderator
  • Joined: 22 Jan 2009
  • Australia

#134

Posted 23 January 2013 - 03:57 AM

Reading through the quotes that Meta listed above, one thing that stood out to me, and something that I agree almost completely with, is the fact that some of the very early missions paid out almost too much money as a reward; and this was not only in GTA IV, either. GTA: San Andreas also had this problem. When Sweet tells CJ after he has completed one of his missions to "go get a beer or something", and the reward is $200 - even that is a bit ridiculous IMO. One of the characters giving Niko $500 "for a beer" after completing one of their missions is even more ridiculous. Money really needed to be given to suit the storyline as well - Niko shouldn't of had all the money that he did have at the end of GTA IV's storyline given that his storyline was "rags to slightly better rags".

With that being said, I think that most if not all of the money being made from the storyline will come in big chunks from the heists - with the rest being made from side missions and I am hoping that, given that each of GTA V's three protagonists has a separate amount of money which is not shared between them, that each of the protagonists is rewarded the appropriate amount of money based on their life style and experience. For example, each of the three protagonists participate in a heist; and they get $150,000 from it as a team and it is divided equally between the three; it could be implied that Trevor spends $20,000 of his share on drugs to feed his addiction so he only gets $30,000 as a total reward whereas Michael and Franklin would get $50,000. OK, $20,000 is maybe a bit much (same with getting $150,000 from a single heist; depending on how many there will be in GTA V) but this is just an example.

Another major problem, which was also mentioned in the quotes, is that things are often too cheap; which ties into the idea that mission rewards are often too lucrative. Making things more expensive, but also mission rewards less lucrative, would also mean that the player would have to choose more carefully what they want to buy as it wouldn't be possible to own everything just from the money they get from the storyline missions alone. I am hoping that the expense of items is scaled appropriately in GTA V instead of being ridiculously cheap.

GTA-King
  • GTA-King

    I was alive.

  • BUSTED!
  • Joined: 08 Jul 2006

#135

Posted 23 January 2013 - 04:44 AM Edited by GTA-King, 23 January 2013 - 04:46 AM.

^ I love the idea of them splitting the money after each heist. Each character has their own money that they can do whatever they want with. There's 6 heists in the game, so I wonder what they will do for money in between each one. I know there's missions that lead up to each heist (like the Casino heist in San Andreas), but how will they spend their money after each heist, and why do they all keep doing heists after the first one? As meta said, they are 3 very different people, with very different goals.

Michael may say he needs the money, but he could be lying. He could be doing all this just for the thrill. This is a guy who has been out of the criminal lifestyle for a long time, so it would make sense if he craves the rush. It's possible he's the one that pushes Trevor & Franklin to do more heists. Adrenaline could be Michael's drug. For some guys, it's all about the action... and Michael apparently is egotistical, so that would make sense. Considering he has a family, I see some kind of tragedy happening. Especially if the rumors are true that he brings Jimmy along on a heist in order to finally bond with his son.

Franklin is basically looking for a way out of the hood, and to better himself... criminally speaking. Once he meets Michael, that's when things will start looking up for him. Michael will teach him everything he knows about crime, and after the first heist, and after Franklin gets his cut, that's when he will start getting "blinded by the light" so to speak. He sees all that money... and then he's hooked.

For Trevor, it's hard to tell what his goals could be. We know he's a junkie, so I'm sure most of his money will go towards drugs. But he also has his own enterprise... so maybe he puts alot of his earning towards that. If Trevor can operate his own crew, then he could supply them with guns. They could help him run guns & sell drugs. Also, maybe he buys up some businesses and uses them as fronts for his drug ring. It's possible anyway. A Vice City like empire building system, but in the countryside. I could totally get into something like that.

I just realised how much I typed. Man this game needs to have a release date already! panic.gif

Mister Pink
  • Mister Pink

    Mensch I Natur I Technik

  • The Precinct
  • Joined: 03 Nov 2004
  • None
  • Best Poster [Music] 2014
    Most Knowledgeable [Music] 2013
    Best Contributor [Music] 2012

#136

Posted 23 January 2013 - 04:59 AM

QUOTE (meta187 @ Saturday, Jan 19 2013, 19:51)
I updated the intro with some of the more interesting bits from the thread this morning.

Again, thanks for the feedback, pipples.

Great job as always Meta. You are doing a nice job on this topic. Also, I'm flattered you added my post. Going to have a good read through all the other ideas you've added before I go asleep.

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#137

Posted 23 January 2013 - 04:19 PM

QUOTE (GTA-King @ Wednesday, Jan 23 2013, 04:44)
^ I love the idea of them splitting the money after each heist. Each character has their own money that they can do whatever they want with. There's 6 heists in the game, so I wonder what they will do for money in between each one. I know there's missions that lead up to each heist (like the Casino heist in San Andreas), but how will they spend their money after each heist, and why do they all keep doing heists after the first one? As meta said, they are 3 very different people, with very different goals.

In the end that may be one of the most original and forward thinking elements they place in this game. I can recall a handful of game titles where you control multiple protagonists but I honestly can't recall a single game where they have each one of those characters have a seperate bank roll, differing agendas and goals on how to spend that money, much less an individual "take" on joint missions. That really is a new thing and a great step in the right direction towards spreading out and spending revenue.

Waingro
  • Waingro

    He was reaching for a gun.

  • Members
  • Joined: 09 Nov 2012

#138

Posted 23 January 2013 - 08:23 PM Edited by Waingro, 23 January 2013 - 08:27 PM.

So besides character goals, what are the protagonists spending their money on?

Not sure if I, or anyone else brought this up before, but while the properties and/or safehouses are fairly set what additional discretionary purchases can the protagonists make beyond immediate weapons/'permanent cars' (like the Horse deeds in Red Dead)/clothing options.

Here's what I got, I'd welcome any thoughtful speculation:
-Missions specific tools that cost $ (Like heated lances for safe-cracking, sort of like the film Thief by Michael Mann)
-Character specific items for show(think like Tony Montana in Scarface: World is yours, you could get a gold statue or something for your mansion)
-Phone upgrades/In Game Apps for your iFruit?
-Rent (What if Michael actually has to pay a mortgage for his mansion)
-Gasoline?
-Paying off cops (like the dating function gave you the ability to call off wanted stars)
-Weapon upgrades?
-Alcohol/Drugs?

XxPhillies26xX
  • XxPhillies26xX

    "The future is in your hands"

  • Members
  • Joined: 27 Aug 2012

#139

Posted 24 January 2013 - 03:27 AM

Wow its a lot to read on this topic I need to keep up with this topic lol lol.gif everybody keep this topic HOT this is one the best post I've read on the gta forums in a while. icon14.gif

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#140

Posted 24 January 2013 - 05:48 AM

QUOTE (Waingro @ Wednesday, Jan 23 2013, 20:23)
So besides character goals, what are the protagonists spending their money on?


QUOTE
-Missions specific tools that cost $


Cutting torches, C4, wire cutters, small electronic gadgets to get past complex security systems. I very much like the premise of actually using tools to advance through certain missions and areas or being given more options because you brought the right items. It totally fits the theme.

Imagine early on in the game your little mismatched group does not have the proper tools for a job while attempting to crack a safe in a Credit Union, the alarm trips and two of you are forced to hastily lug the medium sized safe out the back door and throw it into the back of a van. From there without many options on how to open it you take it to the top of Mt. Chilliad and chuck that f*cker over the edge while one of you waits at the foot of the mountain in hopes that it'll crack open upon impact once it hits the valley below.

Later on in the game when you have the right tools to disable the alarm and expertly crack the safe that will seem like a humorous anecdote on how you used to go about doing things.


QUOTE
-Character specific items for show


It was addressed earlier in the thread but there's plenty of room to expand on having these characters buying things that are aesthetically pleasing for their home and person that fit their character. That could even expand to personal touches on the vehicles. Tacky bumper stickers for Trevor, a little Hawaiian hula girl dancing around on Michael's dashboard, a sports decal in the back window of Franklin's favorite whip. Just little touches that define their tastes a bit more.


QUOTE
-Phone upgrades/In Game Apps for your iFruit?


This really hasn't been addressed but a few modest apps with actual working games or useful functions in the game would make a lot of sense. With the recent official art of the beach bunny holding the device it seems like a likely inclusion.

QUOTE
-Rent


Again, it's been addressed and marked in the intro but having useful items and locations that are not permanently owned, especially in case sensitive situations or areas of the map would give you a good reason to spend money on them again.

QUOTE
-Gasoline?


Ever since it was first pitched and ditched in San An people have typically shouted down any notion of having a functional gas tank in the game. The typical reason being no one wants to run out of gas and be stranded in a remote area of the map and then have to slow ride some poor farmer's tractor back to civilization.

With the new system in place I can see this being a good opportunity. Say you run out of gas as Trevor and you call up Franklin in the city to come pick you up. You switch to Franklin and drive out to find Trevor making unwanted advances on a less than willing farm animal and admonish him for his uncouth behavior. Everybody wins.

QUOTE
-Paying off cops


Bribery's been done quite a bit in open world games but it never feels like a particularly satisfying portrayal of what that would actually entail. I don't think it should be a proper option until you actually seek out and find that weak link on the force who's willing to look the other way or make a legal problem less visible. You should become intimately acquainted with that person or small group of persons and they should be exclusively the people you deal with every time you're trying to grease the wheels as opposed to paying some faceless entity or just any cop you meet on the street within the game.

QUOTE
-Weapon upgrades?


Pretty sure that's been confirmed somewhere in one of the main articles a month or so back, def looking forward to what they do there.

QUOTE
-Alcohol/Drugs?


Selling drugs has been a big point of discussion so far, actually doing them could produce somewhat comical results like we saw in IV during the social outings producing a whole line of dialogue and behavior you wouldn't have gotten to see otherwise. That would certainly be worth paying for.

Waingro
  • Waingro

    He was reaching for a gun.

  • Members
  • Joined: 09 Nov 2012

#141

Posted 25 January 2013 - 04:15 PM

-I definitely do hope for the Apps, mission specific tools, and some sort of function that makes it necessary to keep doing these heists. If the theme is the "pursuit of the almighty dollar", and (according to game informer) a set amount of money will be needed to get to some of the missions.....we the players need to feel that pull for wanting/needing more cash as fast as possible.

If the goal is to be "king of the world and own a lot of stuff"....well I've played that game, and I'm tired of it.

I don't want to have a million dollars sitting in my bank account half way through the game and yet The Holy Trinity are still doing dangerous missions for a grand here or there. It makes no sense. I want to keep getting pulled back, I want to feel their greed and to feel that I need things to make that money burn a hole in my pocket, each dollar slipping away like sand between my fingers.

thestoneman420
  • thestoneman420

    herp de derp

  • BUSTED!
  • Joined: 30 Oct 2011

#142

Posted 25 January 2013 - 04:44 PM

QUOTE (Waingro @ Friday, Jan 25 2013, 16:15)
-I definitely do hope for the Apps, mission specific tools, and some sort of function that makes it necessary to keep doing these heists. If the theme is the "pursuit of the almighty dollar", and (according to game informer) a set amount of money will be needed to get to some of the missions.....we the players need to feel that pull for wanting/needing more cash as fast as possible.

If the goal is to be "king of the world and own a lot of stuff"....well I've played that game, and I'm tired of it.

I don't want to have a million dollars sitting in my bank account half way through the game and yet The Holy Trinity are still doing dangerous missions for a grand here or there. It makes no sense. I want to keep getting pulled back, I want to feel their greed and to feel that I need things to make that money burn a hole in my pocket, each dollar slipping away like sand between my fingers.

Amen brother!

GTAgamersquirrel
  • GTAgamersquirrel

    #TeamTrevor

  • Members
  • Joined: 08 Jan 2012

#143

Posted 26 January 2013 - 12:25 AM

Sorry if someone already posted this but, What if the protaganist spent the money you make

themselves ie(Trevor and his crack addiction), not all of the money you make but just some of it.

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#144

Posted 26 January 2013 - 02:12 AM Edited by meta187, 26 January 2013 - 02:21 AM.

QUOTE (Waingro @ Friday, Jan 25 2013, 16:15)
If the goal is to be "king of the world and own a lot of stuff"....well I've played that game, and I'm tired of it.

I don't want to have a million dollars sitting in my bank account half way through the game and yet The Holy Trinity are still doing dangerous missions for a grand here or there. It makes no sense.  I want to keep getting pulled back, I want to feel their greed and to feel that I need things to make that money burn a hole in my pocket, each dollar slipping away like sand between my fingers.

Annnnd that's a keeper. icon14.gif

Added to the intro.

@GTAgamersquirrel: The character's having separate money and things to spend them on was something we discussed at length on the last page. I'm fairly sure it was confirmed each character has their own money so you could definitely start spinning your wheels on the possibilities from there.

I'm really pleased with all the ground that's been covered in the thread so far. Viewers (I know you're out there I can hear you wheezing) are we missing anything?

Deffpony
  • Deffpony

    Stay Golden Ponyboy

  • Moderator
  • Joined: 08 Apr 2007
  • None

#145

Posted 26 January 2013 - 02:38 AM

QUOTE (Waingro @ Friday, Jan 25 2013, 11:15)
-I definitely do hope for the Apps, mission specific tools, and some sort of function that makes it necessary to keep doing these heists. If the theme is the "pursuit of the almighty dollar", and (according to game informer) a set amount of money will be needed to get to some of the missions.....we the players need to feel that pull for wanting/needing more cash as fast as possible.

If the goal is to be "king of the world and own a lot of stuff"....well I've played that game, and I'm tired of it.

I don't want to have a million dollars sitting in my bank account half way through the game and yet The Holy Trinity are still doing dangerous missions for a grand here or there. It makes no sense. I want to keep getting pulled back, I want to feel their greed and to feel that I need things to make that money burn a hole in my pocket, each dollar slipping away like sand between my fingers.

Dude, well put.

Coat.
  • Coat.

    Breathe

  • The Connection
  • Joined: 21 May 2012
  • None

#146

Posted 26 January 2013 - 06:52 AM

This must be the best thread in the V section, ever!

There are so many ideas and suggestions that are very valid and possible. For example, the online bank robbing and the Crews fighting for it; I've always wanted that. Being that the money would be physical would make it that much more challenging and overall good times.

meta187
  • meta187

    Challenge Convention, Question Authority.

  • The Connection
  • Joined: 01 Jul 2004
  • None
  • Most Knowledgeable [Gaming] 2013
    Best Member in a Group 2010
    Best Cluckin' Huge Meal 2015

#147

Posted 27 January 2013 - 02:02 AM Edited by meta187, 23 March 2013 - 09:14 PM.

@Coat: Thanks. biggrin.gif

So there is one angle in all of this I hadn't considered. Waingro's statement really made me think about the three separate protagonists and their personal motivations and what are their actual goals for the long term? In the end do the means justify the ends?


End Game: Going Legit / The Road to Ruin

In the ending for GTA IV and the subsequent DLC's that followed you had decidedly different endings. Niko stood in front of the Statue of Happiness with nothing but a bit of revenge for a recently slain loved one and a sobering realization of the current warped state of the American Dream. Money couldn't buy Niko happiness or replace those he'd lost. He'd have to settle for an eye for an eye.

In the ending to The Lost and the Damned we see a similar theme:
QUOTE (Wiki)

It is revealed that Billy is planning to testify against the Lost, pin all its crimes on Johnny, and enter Witness Protection Program. Johnny leads the remaining members of the Lost in a daring raid on the state prison in Alderney, where Billy is being detained, and personally executes him. With Billy dead, the surviving members of the Lost return to their clubhouse, where it is revealed that the only surviving members are Johnny, Clay Simons, Terry Thorpe and the paraplegic Angus Martin. With their club and brotherhood destroyed, they decide to burn the clubhouse to the ground. The last shot is of them watching it burn, contemplating what comes next. Ashley promises Johnny that she will enter rehab, with Johnny wishing her the best.


TLaD ends in an incredibly somber tone and once again a "happily ever after" seems non existent in this new serious and gritty Grand Theft Auto universe. Survival and protecting those you care about seems to be the only "success" one could hope for at the end of the day in Liberty City

Then comes along The Ballad of Gay Tony which turns that very depressing notion on it's ear.



The final mission is fun to do, it's very Hollywood action movie, not terribly difficult and has you jump out of a plane with a kick ass song cuing up in the background. In the end the homeless guy gets the money, friendships are renewed, the comic relief, Yusef steps in to give out hugs and love to all around and hope for legitimacy in the future. Everybody wins.

So what we see is the possibility for all negative and positive outcomes to exist within these themes.

What are the best possible hopes and probable downfalls for our three main characters now? I'm sure that's been written in at this stage of production for the most part but it is interesting to consider with the limited amount we do know about each character and their backgrounds what would be one persons "happily ever after" and what would be another's dark day? Do these outcomes conflict with one another forcing a probable betrayal amongst the three or can they coexist in the final moments allowing each one to go his own way and live a legitimate life outside of constantly committing crime to get ahead?

And to tie all of this speculation back into the subject at hand will we have to make the proper contacts, choices and financial goals to see one outcome or the other take place?

Perhaps on a good day, Michael will go corporate, discovering a way to turn his life experience and ill gotten gains into a lucrative retail empire that sustains him as a legitimate business man who's only worry left in the world is to deal with his dysfunctional family.

Trevor could make an actual go at Trevor Phillips Enterprises and open up a chain of pharmacies and online mail order pharmaceutical wholesale drug distributors to pacify a self medicating populous.

Franklin could graduate from simple repo man to the successful owner of a handful of used car dealerships and settle down with a nice girl (or two).

On the flipside if story requirements were not met, jobs were botched, money was misspent and bridges were burned we could find all of our guys turning on each other in the final moments of the game or perhaps two facing off against one who ended up being the weak link who resorts to something petty and desperate in a mad grab at the final big score.

It'll certainly be interesting to see how the cookie.gif crumbles.

GTA_stu
  • GTA_stu

    Ya filthy animal.

  • Andolini Mafia Family
  • Joined: 22 Feb 2011
  • United-Kingdom
  • Funniest Member 2013
    Funniest Member 2012

#148

Posted 27 January 2013 - 02:31 AM

Honestly I sped through the story of TLAD & TBOGT that I can't remember very much about them lol.

As for V, it will be very interesting to see how the game ends, there's so many different ways it could go. One of the most likely IMO would be one last big score; a massive heist that puts everything else in the game and any previous GTA game to shame. Although with R* and their story ending habits of late, I can also picture a massive twist or something completely unexpected. Maybe something like one or more of the protags getting killed off, or put in jail. I can envisage a scenario where all 3 have to escape from a job gone horribly wrong, and only 1 can make it. That's where you have to make the choice of who you want to control, and he's the one who makes it. The other 2 are doomed to their fate.

Or something similar to that, but instead of people dying, they just get screwed over. One guy still emerges the "survivor", but instead of escaping with only his life, he escapes with all the loot as well. The other 2 are left poor and broken, both mentally and physically, whilst the other guy gets all the spoils.


GTA-King
  • GTA-King

    I was alive.

  • BUSTED!
  • Joined: 08 Jul 2006

#149

Posted 27 January 2013 - 02:33 AM Edited by GTA-King, 27 January 2013 - 02:41 AM.

Michael's story has tragedy written all over it, in my opinion. Like they say, "when your on top, get out." Well, that's what Michael has done... but now he's stepping back in the ring. Is it really for the money, or is it so he can feel ALIVE again? Just think, this is a guy who has probably been out of the game for about 20 years (judging by the age of his kids). So it would make sense if he feels "born again" by returning to crime. I see robbery being a great passion for Michael (just like chemistry is for Walter White in Breaking Bad)... that's why he wants to teach Franklin all he knows about the trade... because it inflates his ego... and in the end, I think his ego could be a big part of the tragedy.

Think about this: what if his family never knew he was a criminal? What if Michael lied to his wife about how he earned his money? That level of secrecy is ripe for tragedy if you ask me. Especially if the money (from heists) itself starts representing nothing but a way to fuel Michael's ego, because it shows he's the best at what he does, then it's possible he will start getting greedy... and that could mean trouble. Even for his family. Just take this scene from BB for example:



We know that Amanda spends all of Michael's money. So what if something happens, like in the above clip, where Michael NEEDS the money in order to get his family out of a tight spot, but Amanda spends most of it on materialistic things? monocle.gif

YoungChrist
  • YoungChrist

    Mack Pimp

  • Members
  • Joined: 31 Dec 2012

#150

Posted 27 January 2013 - 02:46 AM

QUOTE (GTA-King @ Sunday, Jan 27 2013, 02:33)
Michael's story has tragedy written all over it, in my opinion. Like they say, "when your on top, get out." Well, that's what Michael has done... but now he's stepping back in the ring. Is it really for the money, or is it so he can feel ALIVE again? Just think, this is a guy who has probably been out of the game for about 20 years (judging by the age of his kids). So it would make sense if he feels "born again" by returning to crime. I see robbery being a great passion for Michael (just like chemistry is for Walter White in Breaking Bad)... that's why he wants to teach Franklin all he knows about the trade... because it inflates his ego... and in the end, I think his ego could be a big part of the tragedy.

Think about this: what if his family never knew he was a criminal? What if Michael lied to his wife about how he earned his money? That level of secrecy is ripe for tragedy if you ask me. Especially if the money (from heists) itself starts representing nothing but a way to fuel Michael's ego, because it shows he's the best at what he does, then it's possible he will start getting greedy... and that could mean trouble. Even for his family. Just take this scene from BB for example:



We know that Amanda spends all of Michael's money. So what if something happens, like in the above clip, where Michael NEEDS the money in order to get his family out of a tight spot, but Amanda spends most of it on materialistic things? monocle.gif

Everytime I see that clip I die of laughter. Walter's cry/laugh + Skyler's horrified face = comedy. I can see a correlation between Walter White and Michael though, but not too much. Walter is in a very much different situation and GTA is usually a much lighter themed game in comparison to Breaking Bad. Breaking Bad has a really depressing, negative plot in comparison to any GTA story.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users