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Maxxeine

What should the next GTA learn from GTA V?

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Maxxeine

We all know that while GTA V accomplished a lot, it also did things that upset some fans. With that in mind, is there anything that the next GTA could and should learn from GTA V?

Edited by The7thOne

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Fuzzknuckles

Just give the people what they want, no matter how sh*t or boring that is. But you have to be able to cater to everyone when giving people what they want, so you can't give them what other people want that they don't want. Otherwise it's not what everyone wants. Right?

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American Viking

Yeah, GTA V should teach them that multiple protagonists only work if all are equal in content and well established characters. Some of the random characters in GTA IV had more backstory on the LCPD Database than a lot of GTA V's main characters...that's sad.

 

GTA V should teach them that sometimes more is less. V has many guns, cars, clothing options, and customization features...but all these things which seemingly should be a GTA fan's dream more or less feel like filler, they feel "heartless". I'd rather GTA VI feature 50 cars that are all unique and distinctively different from each other than to feature another 100+ cars that all feel alike.

 

GTA V should teach them that a HUGE open world is really diminished when it feels like a big empty playground. Take that as a cue to add more minigames, more enterable residences, and more accessibility in GTA VI.

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Fuzzknuckles

a big empty playground

Or a sandbox, you might say.

 

I've never been to a Just Cause fan site, but I wonder if people on their forums complain about the huge empty worlds they bring to the table. Absolutely massive but nothing to do in any of them. Not even mini-games. Just some tawdry easter eggs peppered around the vast expanses of nothingness.

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PhillBellic

Not have a sh*t Story. YMMV.

 

Have Proper Implementation of 'Counties and Jurisdictions'.

  • Like 6

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Rhoda

What puzzled me most when I played V was what was removed from IV, as opposed to what was added. One of the most striking features was the unique vigilante missions system. IV's felt like a step in a new direction, actually showing the criminal and learning about their whereabouts. It was the same mission format, but presented in a new way that felt engaging. I use the vigilante mission as an example, but this is something that was lost in V.

 

It's interesting that the map size and what the map actually does is a major discussion for many fans.

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Failure

Do not kill off a previous playable character for the 'shock value'.

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American Viking

 

a big empty playground

Or a sandbox, you might say.

 

I've never been to a Just Cause fan site, but I wonder if people on their forums complain about the huge empty worlds they bring to the table. Absolutely massive but nothing to do in any of them. Not even mini-games. Just some tawdry easter eggs peppered around the vast expanses of nothingness.

 

I highly doubt it, seeing as how Just Cause is a game about causing as much destruction and mayhem as possible. I'd think destructible environments are one of the bigger complaint on their sites. GTA is a game loosely grounded in reality though, and as such, the world should feel "alive". I commend GTA V for many things it has done to make the world feel "alive", but they still have a lot of work to do and they can start by bringing back more enterable buildings. I loved how in GTA IV I could go into multiple apartment complexes, the big rotted mansion, fast food joints, a cafe, warehouses, and more. Sure you can make the argument that they were just empty spaces and a lot of them were, but it was a step in the right direction. Jump ahead to GTA V, and the number of places we can enter has diminished greatly, and there's places that are mission exclusive which is beyond me.

And minigames...GTA V would have done well to incorporate more of them. Why is there only ONE place in all of GTA V to play darts? Why are there seemingly like 10 tennis courts, and don't get me started on yoga and why that has two locations. A game the scale of GTA V could have had many more mini games and things to do.

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skyeyemx

Maybe a bit more unrelated, but here's what I'd want to see.

Have car handling that has GTA 5's acceleration and speed, GTA IV's suspension, damage, and traction, and GTA III's "roll roll and roll over" physics instead of sliding upside-down on your roof for miles.

 

And maybe two playable characters is good? Maybe even a woman... or a couple. Although this is meaningless if there isn't a good backstory to it all.

 

Also, bring back Vice City, but don't waste half the map on an empty beach, and don't make the "Downtown" area literally just two big city blocks.

Edited by SkyEye MCCIX
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B Dawg

How not to do a GTA game.

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Megumi

Never listen to your fans.

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XenoxX

What puzzled me most when I played V was what was removed from IV, as opposed to what was added. One of the most striking features was the unique vigilante missions system. IV's felt like a step in a new direction, actually showing the criminal and learning about their whereabouts. It was the same mission format, but presented in a new way that felt engaging. I use the vigilante mission as an example, but this is something that was lost in V.

 

It's interesting that the map size and what the map actually does is a major discussion for many fans.

Vigilante was brought back through side missions, to make it fit into the context of the game and have laugh with it,

in my honest opinion the border patrol missions topped IVs vigilante, however I think GTA V in Singleplayer may have lacked in overall content compared to previous instalments of the series, (compared to other AAA titles it was 36 hours worth of content which is more than average).

 

What R* could and should learn is to introduce Dynamic long term content,

for example an expanded business system similar to Vice Cities, mixed with some gang sectors to take controll of, those two Systems alone would require a lot of work I know, but they add dynamic gameplay which can keep people entertained for hours, hell even days.

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BobFromReboot

 

What puzzled me most when I played V was what was removed from IV, as opposed to what was added. One of the most striking features was the unique vigilante missions system. IV's felt like a step in a new direction, actually showing the criminal and learning about their whereabouts. It was the same mission format, but presented in a new way that felt engaging. I use the vigilante mission as an example, but this is something that was lost in V.

 

It's interesting that the map size and what the map actually does is a major discussion for many fans.

Vigilante was brought back through side missions, to make it fit into the context of the game and have laugh with it,

in my honest opinion the border patrol missions topped IVs vigilante, however I think GTA V in Singleplayer may have lacked in overall content compared to previous instalments of the series, (compared to other AAA titles it was 36 hours worth of content which is more than average).

 

What R* could and should learn is to introduce Dynamic long term content,

for example an expanded business system similar to Vice Cities, mixed with some gang sectors to take controll of, those two Systems alone would require a lot of work I know, but they add dynamic gameplay which can keep people entertained for hours, hell even days.

 

 

How do four non re-playable missions top the infinite re-playable vigilante missions of IV?

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XenoxX

 

 

What puzzled me most when I played V was what was removed from IV, as opposed to what was added. One of the most striking features was the unique vigilante missions system. IV's felt like a step in a new direction, actually showing the criminal and learning about their whereabouts. It was the same mission format, but presented in a new way that felt engaging. I use the vigilante mission as an example, but this is something that was lost in V.

 

It's interesting that the map size and what the map actually does is a major discussion for many fans.

Vigilante was brought back through side missions, to make it fit into the context of the game and have laugh with it,

in my honest opinion the border patrol missions topped IVs vigilante, however I think GTA V in Singleplayer may have lacked in overall content compared to previous instalments of the series, (compared to other AAA titles it was 36 hours worth of content which is more than average).

 

What R* could and should learn is to introduce Dynamic long term content,

for example an expanded business system similar to Vice Cities, mixed with some gang sectors to take controll of, those two Systems alone would require a lot of work I know, but they add dynamic gameplay which can keep people entertained for hours, hell even days.

 

 

How do four non re-playable missions top the infinite re-playable vigilante missions of IV?

 

Did you read my whole post or did you just skim throug it by reading the first sentence?

I allready said GTA V lacked in terms of content compared to other GTAs however in terms of mission quality the Border Patrol missions are better, in my opinion at least, as they feature chases, a special story setting and unique NPCs to interact with, while still making use of things such as the Stun gun.

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BobFromReboot

 

 

 

What puzzled me most when I played V was what was removed from IV, as opposed to what was added. One of the most striking features was the unique vigilante missions system. IV's felt like a step in a new direction, actually showing the criminal and learning about their whereabouts. It was the same mission format, but presented in a new way that felt engaging. I use the vigilante mission as an example, but this is something that was lost in V.

 

It's interesting that the map size and what the map actually does is a major discussion for many fans.

Vigilante was brought back through side missions, to make it fit into the context of the game and have laugh with it,

in my honest opinion the border patrol missions topped IVs vigilante, however I think GTA V in Singleplayer may have lacked in overall content compared to previous instalments of the series, (compared to other AAA titles it was 36 hours worth of content which is more than average).

 

What R* could and should learn is to introduce Dynamic long term content,

for example an expanded business system similar to Vice Cities, mixed with some gang sectors to take controll of, those two Systems alone would require a lot of work I know, but they add dynamic gameplay which can keep people entertained for hours, hell even days.

 

 

How do four non re-playable missions top the infinite re-playable vigilante missions of IV?

 

Did you read my whole post or did you just skim throug it by reading the first sentence?

I allready said GTA V lacked in terms of content compared to other GTAs however in terms of mission quality the Border Patrol missions are better, in my opinion at least, as they feature chases, a special story setting and unique NPCs to interact with, while still making use of things such as the Stun gun.

 

 

Yes, I read the whole thing. I am just questioning how four scripted side missions are better than endlessly re-playable side missions. We know R* can add a bit of narrative to side missions with voice acting, yet they sort of took a step back in V with the Border Patrol missions. R* has removed a lot of freedom with their scripted missions.

 

Imagine if R* had instead created the Border Patrol missions open ended. They could have had the dudes come with you comment on certain things, just like all NPC's already do. There could have been different types of situations, with random variation. Like side missions in GTA games made 5-8 years before it... but it didn't.

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scalliano

Some of us still like SP.

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XenoxX

 

 

 

 

What puzzled me most when I played V was what was removed from IV, as opposed to what was added. One of the most striking features was the unique vigilante missions system. IV's felt like a step in a new direction, actually showing the criminal and learning about their whereabouts. It was the same mission format, but presented in a new way that felt engaging. I use the vigilante mission as an example, but this is something that was lost in V.

 

It's interesting that the map size and what the map actually does is a major discussion for many fans.

Vigilante was brought back through side missions, to make it fit into the context of the game and have laugh with it,

in my honest opinion the border patrol missions topped IVs vigilante, however I think GTA V in Singleplayer may have lacked in overall content compared to previous instalments of the series, (compared to other AAA titles it was 36 hours worth of content which is more than average).

 

What R* could and should learn is to introduce Dynamic long term content,

for example an expanded business system similar to Vice Cities, mixed with some gang sectors to take controll of, those two Systems alone would require a lot of work I know, but they add dynamic gameplay which can keep people entertained for hours, hell even days.

 

 

How do four non re-playable missions top the infinite re-playable vigilante missions of IV?

 

Did you read my whole post or did you just skim throug it by reading the first sentence?

I allready said GTA V lacked in terms of content compared to other GTAs however in terms of mission quality the Border Patrol missions are better, in my opinion at least, as they feature chases, a special story setting and unique NPCs to interact with, while still making use of things such as the Stun gun.

 

 

Yes, I read the whole thing. I am just questioning how four scripted side missions are better than endlessly re-playable side missions. We know R* can add a bit of narrative to side missions with voice acting, yet they sort of took a step back in V with the Border Patrol missions. R* has removed a lot of freedom with their scripted missions.

 

Imagine if R* had instead created the Border Patrol missions open ended. They could have had the dudes come with you comment on certain things, just like all NPC's already do. There could have been different types of situations, with random variation. Like side missions in GTA games made 5-8 years before it... but it didn't.

 

What do you mean with "open ended"?

Anyway if you are implieng that the border patrol missions are linear, well not realy, they just include chases etc. and locations but you are not limited to the route you take.

 

I allready agreed that some replayable content should be added in GTA Next, however I disagree that that content should come in Vigilante missions, in my opinion it should be in a Dynamic system, similar to VCs empire building and SAs gang attacks.

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Ruscris2

Two playable characters (since i doubt they will write a big enough story to have three (or more?) well rounded characters). The character switch system is sweet and i wouldn't want it to go away, but i wouldn't want it to end up like GTA V, which was basically the story of two bank robbers + a random black dude who is supposed to be a gangster.

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Veroder

Rockstar (North), puh-lease, just make the game that you truly want to make. IV felt like a passion project. V simply didn't, it felt like the people that hated IV and Take Two ('You want this? Hell no, the fans want this and this, now go make us some money b*tch!') had way too much (bad) influence on V.

Edited by TalkingPear
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XenoxX

Rockstar (North), puh-lease, just make the game that you truly want to make. IV felt like a passion project. V simply didn't, it felt like the people that hated IV and Take Two ('You want this? Hell no, the fans want this and this, now go make us some money b*tch!') had way too much (bad) influence on V.

I think GTA Online is what R* wants to make, well, when saying R* I mean The Benz, because he was kind a fan of Online.

While Sam and Dan Houser wanted to make GTA V Singleplayer, hard to believe but THEY like what they produce, just as many others.

The writing in V in my opinion surpassed other GTAs by miles, and even the mission design had cinematic sequences that you could toggle even in chases etc. thats what the Housers like, movies and games combined.

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puredorian

Don't break flow of the gameplay, when you failed a mission, like it was in GTA IV. I really hated that silly mission failed screen, with restart promt in GTA V

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zuckmeslow

it should not try to please the mainstream crowd like gta v. and it should focus on improving what we have had before, not removing things and adding garbage like yoga.

 

also it should try to build an atmosphere, something that every gta before V had. atmosphere. gta 4 definitely had that gritty urban atmosphere that felt fantastic just cruising around and soaking it up. from the detail in the city streets and npc's to the incredible sound design that makes you feel like the world around you is alive. los santos on the other hand has no atmosphere and feels like a generic manufactured video game open world. no soul in the city streets.

Edited by zuckmeslow
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SaucyPow3r

GTA VI should bring back six stars with the FIB, whereas GTA V only had 5 stars and didn't have FIB fighting you alongside with the officers... :bored:

Edited by SaucyPow3r
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Sir Michael

I mentioned this in the wishlist thread, but segregating the community through aiming preferences was the worst possible thing to happen Online. There were people I wanted to play with back in the day, but they were in auto-aim when I was in free-aim, and vice versa. They should look at this and hopefully make it all under one aim system.

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XenoxX

it should not try to please the mainstream crowd like gta v. and it should focus on improving what we have had before, not removing things and adding garbage like yoga.

 

also it should try to build an atmosphere, something that every gta before V had. atmosphere. gta 4 definitely had that gritty urban atmosphere that felt fantastic just cruising around and soaking it up. from the detail in the city streets and npc's to the incredible sound design that makes you feel like the world around you is alive. los santos on the other hand has no atmosphere and feels like a generic manufactured video game open world. no soul in the city streets.

Thats entirely subjective,

Los Santos also has incredible sound design, NPC animation, hand crafted buildings and mountains, and way better lens flare effects creating an a lot more deep atmosphere in my opinion.

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zuckmeslow

 

it should not try to please the mainstream crowd like gta v. and it should focus on improving what we have had before, not removing things and adding garbage like yoga.

 

also it should try to build an atmosphere, something that every gta before V had. atmosphere. gta 4 definitely had that gritty urban atmosphere that felt fantastic just cruising around and soaking it up. from the detail in the city streets and npc's to the incredible sound design that makes you feel like the world around you is alive. los santos on the other hand has no atmosphere and feels like a generic manufactured video game open world. no soul in the city streets.

Thats entirely subjective,

Los Santos also has incredible sound design, NPC animation, hand crafted buildings and mountains, and way better lens flare effects creating an a lot more deep atmosphere in my opinion.

 

 

 

ok ok, please hear me out, i completely agree with you on the lens flare effects and sure the buildings were hand crafted and had great graphics. but this is where i have to disagree with you. the sound design of gta v is not good, its not. i play with my home theater system, i take audio very seriously. Grand Theft Auto V, apart from having poor sound mixing and mastering, has low quality sound effects that loop.

 

 

just compare this

 

 

to this

 

 

 

 

 

gta 4 feels like it was an actual recording of the outside world. you can hear car brakes, distant horns, npc conversations, bass from car stereos and wind sounds. now these sounds may be in gta v, but they sound more like they were made in a foley studio as opposed to being recorded outside. listen carefully with good headphones or speakers and you can tell gta v ambient sound is not as good and doesnt sound real.

 

you can even hear that gta v just has the same car engine sound looped. in gta 4 sounds are stacked up and feel like they are coming from varying distances. it has more depth

Edited by zuckmeslow
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Arsewipercareerman20

Not to rush an ending and not to put it's online priorities before a singleplayer's.

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Algonquin Assassin

-If the multiple protagonist mechanic comes back protagonists shouldn't be restricted to partake in certain activities. For example Michael and Trevor being able to play tennis, but not Franklin. That makes absolutely no sense seeing as he can partake in other leisure based activities. If it's there and can be used by others than why not for all?

 

-Seeing as this a GTA game GTA VI should learn from GTA V to not exclude import/export missions or another equivalent.

 

-Interiors should be given more precedence and not so abruptly locked after the completion of missions..

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bloatedsack

Do not kill off a previous playable character for the 'shock value'.

 

Please, sweet merciful Christ, hear my prayers to have Trever irrevocably slaughtered in the first 30 seconds of the game so that I no longer have to hear about him outside of whining threads how R* killed the bestest ever worst f*cking character ever in one of their games off.

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Gnocchi Flip Flops

Don't bounce from one exteme to another. That is beyond idiotic. And go back to doing things your way. Don't listen too much to the fans. I mean don't become EA but- you know?

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