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making our protags happy


polymekhanos
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polymekhanos

 

this line from the CVG article gives me an idea;

 

"there seemed to be the suggestion that the men would remain true to their characters too: twentysomething Franklin will like the idea of buying a nightclub more than Michael, who might fancy investing in a marina."

 

ok at first this sounds cool, but why would i care what Franklin or Michael likes? For example in GTA IV Niko wanted to be a nice guy. And i was saying, i am sorry Niko but f*ck you, i want to blow sh*t up! it is no fun to be a nice guy and more importantly there is no gain in that.

 

so in GTA V what difference is it make if i buy a marina for Michael instead of a nightclub. Will there be a happiness bar like the skill bars? That might add some depth to the gameplay with a little bonus system. For example as the protag gets happier the special skill bars refill faster. Just an example, there can be something else.

 

This will also gives motivation to us to do crazy sh*t in a realistic game world. if Trevor likes to watch a burning car, go blow up a car and get a bonus. Do crazy sh*t in traffic and Franklin gets happy.

 

Can this be in the game? what do you people think?

 

 

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Lelouch The Zero

That sounds too much like The Sims, bro. Not gonna happen.

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The way I've interpreted this stuff is that each character is restricted in what they can buy, as to suit their individual personalities. For example, Franklin will be able to buy a nightclub, but Michael won't. This would apply to properties, clothing, tattoos, and hair (The last 3 of which have been confirmed, I believe). They'll only be interested in what would appeal to them.

 

I can see a lot of people disliking that, but I think it'll add a nice balance between each character.

 

Do correct me if I've missed any information that contradicts that theory.

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ll rdny ll

 

That sounds too much like The Sims, bro. Not gonna happen.

I'm so sick of hearing this as an argument against anything suggested.

 

It's kind of a neat idea, and while it be fun to have the perk of a happy protag for a while. Keeping them happy would be a chore. It would essentially be forcing you to do the side objectives, and that just isn't fun.

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Sheriff Mallory
The way I've interpreted this stuff is that each character is restricted in what they can buy, as to suit their individual personalities. For example, Franklin will be able to buy a nightclub, but Michael won't. This would apply to properties, clothing, tattoos, and hair (The last 3 of which have been confirmed, I believe). They'll only be interested in what would appeal to them.

 

I can see a lot of people disliking that, but I think it'll add a nice balance between each character.

 

Do correct me if I've missed any information that contradicts that theory.

This icon14.gif

 

Although I hope clothing/haircuts are not character restricted. I want to get a nice suit and haircut for trevor and make him wear it.

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The way I've interpreted this stuff is that each character is restricted in what they can buy, as to suit their individual personalities. For example, Franklin will be able to buy a nightclub, but Michael won't. This would apply to properties, clothing, tattoos, and hair (The last 3 of which have been confirmed, I believe). They'll only be interested in what would appeal to them.

 

I can see a lot of people disliking that, but I think it'll add a nice balance between each character.

 

Do correct me if I've missed any information that contradicts that theory.

This icon14.gif

 

Although I hope clothing/haircuts are not character restricted. I want to get a nice suit and haircut for trevor and make him wear it.

I'm pretty sure it would only be haircuts that are character restricted. Imagine Trevor with the haircut of a black guy. But Franklin wore a suit in his trailer, and Trevor wore Franklin's bandana in a screenshot. You could probably still give Trevor a nice haircut.

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It's all about immersion and roleplaying. I'm all for it providing it isn't forced as GTA to me is all about freedom.

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