Rockstar has no excuse for putting in GTA V :
* Yoga as a side activity. (yeah I know it's part of the story, I just don't think it needed a stupid, pointless activity wasted on it).
* Trevor as protagonist (my very personal view).
* That FIB/IAA/Merryweather, government bullsh*t taking up a huge chunk of the story.
* Certain favorable features in the gameplay of Online MP over the Single Player.
Rockstar has no excuse for not putting in GTA V :
* Gang Wars (for Franklin).
* Gang recruitment or Gang followers/bodyguards (for Franklin)
* Random gang shootouts in the hood unconnected to the player.
* A drug-dealing mini-game.
* Much more interiors in Los Santos like fast food outlets (Burger Shot, Cluckin' Bell), nightclubs, bars and more.
* Buying safehouse properties of our choice.
* Gambling (not stocks, the typical definition of gambling).
* A significant Hispanic gang involvement in the story.
* Glock pistols, Tec-9s, and firearms that actually black in color.
* An nice array of expensive jewelry to buy in stores.
* A better version of East Los Santos with Hispanic ghettos/barrios, not the totally industrial place as depicted in the game.
The triathlon i think has every right to be there - it's something extra and a change of pace. Like Yoga (though i'd prefer bowling etc)
The FIB storyline is there because without it there is no story. Heists etc alone isn't enough. It's alright, but I wish V's story was as long as IV - with some of the more "boring" missions to help the dynamic.
I dislike Trevor for the usual controversial reasons. He had potential to be a great character but it found him too forced. His introduction was too shock-factor for me to like him. I simply can not like him, despite his potential. But i don't think he's "got no excuse" to be in the game - I just think R* did it poorly.
Well, yeah this is based off LA. but it doesnt exactly have to be 100% accurate about it, afterall its their rendition of it and they could put whatever they wanted on it. Going to Nightclubs ins't exactly what most of the characters like to do, so I see that there ins't exactly a reason to go inside one of them because what the f*ck are we supposed to do there? Just dance?
It would of had been nice to have them but then again what would be the actual porpuse once inside?
Most of what you posted in there is something they have a proper explanation for.
If you're going down that road, there's no point in anything in the game - what are you meant to do, just play it? V lacks an entire side of the game that IV and BOGT had (even SA kind of) - nightlife. The social side is crap. The game is nowhere near as in depth as it COULD have been.
Dancing, getting drunk, the drinking games, club management, hitting on girls - this might not suit Michael (though i could see him running a club) but definitely Franklin, and Trevor could have some funny moments.
There's also story connections - Tracy is into the whole celebrity thing and she could meet shady characters in the clubs, Michael gets pissed, or she ends up working at one or something in her pursuit for Fame. Potential there that's untapped.
*no excuse for having no revolvers.
*no excuse for having rediculus cops that will shoot you for bumping into them in broad daylight..... why even put batons in the game... gta 4s cops were way better, but even they were trigger happy.
*no excuse for the melee system, i mean atleast gta4 had like 6 different counter strikes.
*and lastly the driving physics
I believe the cops is a deliberate over-the-top thing as a parody on LA cops (Rodney King?) Cops that would try to be, well cops - using non lethal technicques, Batons (didn't SA have this?) and stun guns, though Saints Row showed how annoying the latter actually is.
Melee system in GTA has always sucked. IV was alright, and i thought V would actually be closer to Sleeping Dogs, but tbh i can live with it.
Driving physics - come on, they aren't that bad. It's just a tweaked version of IV's. I loved IV's physics but at times, at high speeds, they let us down. V's is a little better and the damage is better (except hitting a NPC car at 5MPH).
I'd add another to this list:
Rockstar simply can not do stealth at all. SA tried it, and had two missions where it worked, but outside of those scripted missions, it did not. IV didn't even bother (fair enough, though it had a few moments where there was some accidental stealth - like in V, changing cars with cops after you, hiding in alleyways)
But there was potential for the stealth to be involving and useful. It is not. Even in missions where it promotes stealth, you do one stealth kill, and the game decides "that's enough. boring" No, R* i like stealth. I liked the idea of Heist #1 where you do it the quiet way - with gas. Then it all breaks down - what's the point of stealth if the mission is coded to be loud anyway*
Lastly I'd like to add the "stats" system. They have little affect. As a low-shooting Franklin, I can take out half a block of ballas. As a full-shooting Michael, I can do the same. I found very little difference, and when you max them all out, they're all the same.
I thought that Trevor would, with maxed stats, be immune to aircraft turbulence (which has cost me several attempts of the trials/plane school), but franklin will ALWAYS have some... Michael will have much better shooting than F, and F will always be better at driving. But once you increase the stats, they're all the same.
Get rid of the "stealth" stat - all it does is removed creaking from their... shoes? Why doe their shoes and legs CREAK when they creep? I'm not a stealth expert but if i sneak, my legs don't sound like tree branches breaking....
*as a side note i think the heists are poorly done. Instead of A or B and both being the same thing, they should have used a sort of chance system.
You plan the job - actually plan it, not chose "a" or "B". You pick the approach, you pick the crew, a system like Rainbow Six where you plot out your gunmen's path would be great. You plan - Bob goes left, Alan goes right. Then when they get there, James watches the door. Or you can tell them all to run in circles like chickens if you want. You follow your own path.
Then you do the job - loud quiet, whatever. On retreating you follow the set plan - you've set the route to run through the alley to the subway.
Get away without a shot fired.
But the chances come in. Hire a good gunman and the chance of success is higher etc. But there's always the random chance that one hostage might pull a hero move (like in TLC in IV) and you'd have to deal with it. Or a worker will hit the alarm if you don't pay attention. Or a cop is patroling the street. Then you'd have to adapt. Have a backup plan.
Have a second escape route.
perping for the jewelry heist, I spent ages walking the streets and pathways, looking at the alleys, the ladders to the roof, timing how long to get to the subway, looking at places to park the getaway vehicle. Instead the heists play out one of two heavily coded ways. This is probably simply technical limitations - there'd be a lot to program - but in a game where they really hammered planning and freedom, there's very little.