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Multiple Protagonists Could Mean Multiple Stories

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PlaysGTAinBathwater
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#1

Posted 14 September 2017 - 09:43 PM

GTAV's new triple threat feature ended up hurting the story more than it added to the game. It's cool at first, but the story took off after F meets M, and before you know it you've pulled a house apart and start planning a jewel heist, and sharing this story between three made it feel even more rushed. The section of the story were we met T was my favorite, and not just because of T. The pace slowed, the missions were big fun, the side content seemed more relevant... Switching characters within missions was cool, it added more of a feature than having to do it in freemode to get a mission. But many missions were built around it, rather than giving you more freedom. After finishing the story, you can't help but feel like "I want more." For three guys... more missions. For all this money... For such a map... (enter GTAO)

 

What if each protagonist had their own story? Rather than going back to just one, (this is all very RPG inspired) what if as many as five characters each had their own story? Long stories of at least 50 missions, with plenty of extras. Maybe only one character is available at first, and completion of their story unlocks the next character. Upon starting a second character's story, the game world wouldn't be washed back to it's original state, then same story, different character. Instead, what if the first story provided a foundation for the second story?

 

The first and maybe second character could be sort of... like...

 

OK, for the sake of conversation, let's just say the next game takes us to SF and LV. Your first protagonist would start off as a small time criminal, likely young. Picture something like a SF stick-up kid (Japanese, Yakuza, or maybe Korean) who earns money for the gang through crimes like burglary, armed robbery and (you guessed it) grand theft auto. By the later end of this story, a proven bad-ass with serious driving skill and the respect of Yakuza bosses (or whoever), he or she could graduate to the point of being trusted to be the driver in a handful of small heists. Such a character's story could be thought of as an introduction to a life of virtual crime. Shootouts with police or criminal rivals would be small scale and fast paced. Fast bikes, fast cars, SMG's and machine pistols... Speedy get-a-ways would be the focus.

 

A second character could provide a good escalation in violence with a more violent criminal. Maybe a LC mafia connected wise guy living in LV spending his days solving casino related problems through sh*t like leg-breaking, intimidation, mob hits and even political assassinations. Waves of bodyguards, SWAT, FIB, interior firefights with AK and sawed-off... 

 

Or a biker... MC based out in the desert, a young club, come up against the Lost or some other established gang, fight to gain control of cross-state and Mexican smuggling and trafficking of drugs, guns and stolen goods.

 

By the time you've unlocked a fifth (or final) character, the game would be at it's most difficult. Like, a bank robber with armored trucks, banks and casinos needing robed, or a smuggler, SF to LV cross state trafficking, stealing sh*t from the military... you know, whatever, just depends on the character. A cop!... I've read more than a few people's requests for a cop as GTA protagonist. Say maybe it's a vice cop who's earliest missions would be difficult stuff like high speed chases from the other side, or flop-house clearing with lots of hidden gang members and junkies trying to kill you. The expected cliche would be "goes undercover, has too choose".

 

The internet itself seems to be clamoring for a female protagonist, hell, why not give it two. At least one, and something like the first character I described could be a good place to work a female criminal into GTA without upsetting any sexist nay-sayers who think women incapable of hand-to-hand combat, or firing an assault rifle. Would it upset those who want a female lead if she were held back or restricted by a racing bike, stealth and uzi heavy, introduction style story?...

 

So, obviously nobody would want a character to just go away after their story had ended. Not after hours of play, bringing them up from some unknown punk to a criminal of notoriety. What would happen to them, and how would the stories be enter-connected, or even enter-woven together? I liked the heist crew selection detail in GTAV, the sort of details GTA needs a lot more of. But what if, rather than an NPC stranger with some short lines and a unique face, one of the available drivers for hire happened to be the car thief turned get-a-way driver from story one. Through connections made within their own story, previous characters could be available to hire on as gunmen, assassins, drivers, demo experts, snipers, pilots... And sections of large scale mission for which you've hired help may give the option to switch over to that character to take over driving, or take full advantage of overwatch in a gun fight, fly the plane, whatever they've been hired to do, you can do. 

 

A more obvious way to weave characters together is to just have them met in the story, and start doing sh*t together, sort of like GTAV, just without being mashed together, like GTAV. Sort of like, a much longer period of just F leading up to him meting M, then three or four heists with F n M until T is brought into the story, with more heist prep than just a few little missions. Then, a longer period of just T until they all come together. Something better than all the back and forth to get missions... like long sections of 15 to 20 missions where only one character is played and starts missions, and any other characters are just there on most missions for you to switch-n-use.

 

None of these locations or characters are actual suggestions of mine, just examples. Something like this could feature just about any character you can think of, and could work in any location. Two cities on a map a little bigger than V would be best, IMO, no mater how many playable characters.

 

 

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GTAForumsUser1
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#2

Posted 15 September 2017 - 04:08 AM

How about we get a quality story mode with one protagonist?
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JB1982
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#3

Posted 15 September 2017 - 08:47 AM

Interesting idea. I think I would definitely go the more obvious route you mention at the end though in that you have to weave the characters together. But maybe not until the final missions. You have multiple protaganists all with their own stories/locations who are seemingly unconnected to start off with but who are ultimately destined to meet as they are all on a collision course with each other.


DOUGL4S1
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#4

Posted 15 September 2017 - 11:15 AM Edited by DOUGL4S1, 15 September 2017 - 11:15 AM.

Sounds like IV + EFLC.


ViceOfLiberty
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#5

Posted 15 September 2017 - 12:55 PM Edited by ViceOfLiberty, 15 September 2017 - 12:57 PM.

My idea was the same as this, but have the separate campaigns so that you could switch between them via the start menu. That way you could play each campaign at your own pace and switch between them when you get bored of grinding one for too long. Each campaign would unlock free roam activities as you play through it that could then be accessed by your freeroam/online character that you create and personalize to represent you.

 

So basically you have a GTA:O type character for when you want to freeroam and do whatever you want without having an identity crisis. Then you play through a variety of campaigns that cover different aspects of the underworld, that each have their own R* created traditional protagonists and stories.

 

Players could then have their own preferences of favorite campaigns and characters without R* having so much invested in just one end all be all experience. 


The7thOne
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#6

Posted 19 September 2017 - 08:06 PM

Multiple Protagonists could also mean a bloated story... Not everything has to be connected. Or at the very least, Rockstar should emulate EFLC and give the protagonists their own episodes.

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raebbitos
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#7

Posted 19 September 2017 - 10:11 PM

they should just make it like EFLC and IV where they each live their separate lives but by coincidence they work with and against each other.

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raebbitos
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#8

Posted 19 September 2017 - 10:18 PM

Multiple Protagonists could also mean a bloated story... Not everything has to be connected. Or at the very least, Rockstar should emulate EFLC and give the protagonists their own episodes.

completely agree EFLC is the best way to pull off 3 protagonist story


MojoGamer
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#9

Posted 20 September 2017 - 03:07 AM

 

Multiple Protagonists could also mean a bloated story... Not everything has to be connected. Or at the very least, Rockstar should emulate EFLC and give the protagonists their own episodes.

completely agree EFLC is the best way to pull off 3 protagonist story

 

Agree. We can have someone favorited by R*, a Uptown Rider and a Italian female working for the Ancelotti Crime Family.


Emo_Amz
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#10

Posted 20 September 2017 - 08:20 AM

I did always feel F and M introduction was weird.  Firstly M is about to go on a war path and kill F then like 5 minutes later he's recruiting F to come and pull a house down, at a really early point in the game.  This is a man who's basically in rehab yet he's got little decision making on his part when he decides to just pull a house off a hillside.

 

It doesn't quite add up at times.


Mister Pink
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#11

Posted 20 September 2017 - 05:07 PM

Character-switching mid-mission for me didn't make me feel I had more freedom. I felt like was just a puppeteer controlling these 3 people, with a feeling of paradox of choice. Am I playing as the best character in this situation right now? Would it be better if I switched back? Why is the character icon flashing? Does the game want me to change character? Why is it nagging me to do this? I much rather be with my boy, immersed in my character and doing the planning and strategy myself.

 

The only way I could have enjoyed multiple characters in a mission is if I just got some hired crew with me and I can command them like in Ghost Recon: Wildlands. Character switching in GTA V isn't really freedom in my opinion. It's hand-holding, it's a forced upon the player and you don't really decide what the other characters are doing so much until you select them. Real freedom for me would be arriving at a cocaine factory with 3 hired crew. Commanding them to go in from the front and then fire while I come in from the back and take out enemies from behind. As the player with other characters. I would be prefer to be the boss, be in command. I don't just want to switch to people and not really feel invested in either of them. 

 

Also the IV/EFLC is much better. Crossing paths is better than being "frenemies" and constantly bickering which each other. It's like hanging out with that couple you don't like because they're always awkwardly fighting in front of you. 

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Algonquin Assassin
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#12

Posted 21 September 2017 - 05:24 AM

they should just make it like EFLC and IV where they each live their separate lives but by coincidence they work with and against each other.

Yeah. The Pulp Ficition/Sin City approach works much better and feels more believable IMO. That's not to say GTA V didn't have its moments.

It was pretty cool how Franklin bumped into Michael on the beach at the start before they knew eachother, but I like the idea more of individual stories crossing over each other with a common theme tying them together.
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raebbitos
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#13

Posted 21 September 2017 - 07:56 AM

 

they should just make it like EFLC and IV where they each live their separate lives but by coincidence they work with and against each other.

Yeah. The Pulp Ficition/Sin City approach works much better and feels more believable IMO. That's not to say GTA V didn't have its moments.

It was pretty cool how Franklin bumped into Michael on the beach at the start before they knew eachother, but I like the idea more of individual stories crossing over each other with a common theme tying them together.

 

you explained this better than I ever could.

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