Let's take a look at the implementation of Strangers in...
GTA 4 and RDR
The icons for stranger missions were not marked on the universal map from the getgo. They only appeared when you got into close proximity of them.
This helped exploration,and created the illusion that was indeed a massive world with its own inhabitants and life.
A S&F mission was the payoff for exploring. A reward, in a sense. You took the time to deviate from missions and just take in the city sights, and you stumbled across a new character with a new story. It made the world feel alive. It made it feel as if your travels were more organic, and purposeful.
In GTA 4, I randomly decided to walk down a dark alley while crusing through Alderny and ran into Eddie Low. It was an interesting experience. Much more interesting then it would have been if there was a big "E" marker on the map and I said "hey let's drive to that E and see what it is"
In GTAV, S&F are marked on the map as if they were any other mission. I headed out to the Mary-Ann marker to see who Mary-Ann was. That's how it occured.
If this was GTA4 or RDR, I would have only found Mary Ann if I decided to play as Trevor and go for a stroll in the Vinewood hills area. Then, by pure coincidence, I stumble across some insane athletic woman and a new adventure unfolds.
Same goes with every other S&F. I saw a big "P" on the map and headed off in the direction of the P knowing I would find an NPC with a mission. it was not the result of me deciding to go for a drive and stumbling across someone.
In a game that prides itself on a massive map, it seems odd that they would lay out everything for you. Taking away the sense of discovery or exploration.
But I can see why they chose it. I will get into this later.
- Which way of implementing S&F do you like better?
- Why do you think GTAV settled with using the latter way?