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Player choice in GTA VI and future R* titles


monochrome_infinity
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monochrome_infinity

R* games are known for being linear, but with every game they release the amount of player choice and narrative variability increases.

 

Red Dead 2 had a good amount of moral choices/dialogue options. Do you guys think for GTA VI (or any of their future releases) they'll go even further with this, maybe even adding a full dialogue system like The Witcher 3 or something? 

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TheSantader25

Nope. Choices never fit GTA if you ask me. They are actually one of my criticisms towards V and IV as well. They feel like a tacked on feature for the sake of it. R* should instead work on giving freedom to players during "gameplay" with different mission design routes instead of "story" choices. And Actually let us use the things we have in missions in free mode(JB700) 

Edited by TheSantader25
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Player choices? When you boot up GTA for the first time, reward players with a cowboy hat for playing RDR2, a graduation tassle for playing Bully 2, and unlock the fastest car in the game for playing the nonexistent future Midnight Club game.

Edit: Do not reward players that have Chinamen / Shanghai Noon cowboys as their Red Dead Online avatars for a realistic approach.

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Algonquin Assassin

I like story choices as it gives the missions more replay value to find out what would've happened if you chose X instead of Y so yes they should come back.

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Jerking For Soup

Yes, as long as they don't have little meaning.

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On 11/29/2018 at 10:57 PM, monochrome_infinity said:

R* games are known for being linear, but with every game they release the amount of player choice and narrative variability increases.

 

Red Dead 2 had a good amount of moral choices/dialogue options. Do you guys think for GTA VI (or any of their future releases) they'll go even further with this, maybe even adding a full dialogue system like The Witcher 3 or something? 

I don't know what GTA you're playing. Over the course of the years player choice has been reduced.

Personally I'd love the ability to choose how the main character reacts to things. Having the characters scream all the time is annoying.That's why I love Claude. The only Protag that knows how to shut the f*ck up.

Edited by Yinepi
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Bloodytears1666
10 minutes ago, Yinepi said:

Personally I'd love the ability to choose how the main character reacts to things. Having the characters scream all the time is annoying.That's why I love Claude. The only Protag that knows how to shut the f*ck up.

Talking about III, the only GTA where everything was straight, what I personally like. No show, no meaningless stories and annoying emotional reactions - only humor and the point of an event.

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  • 2 weeks later...

 

On 11/30/2018 at 7:57 AM, monochrome_infinity said:

R* games are known for being linear, but with every game they release the amount of player choice and narrative variability increases.

 

Red Dead 2 had a good amount of moral choices/dialogue options. Do you guys think for GTA VI (or any of their future releases) they'll go even further with this, maybe even adding a full dialogue system like The Witcher 3 or something? 

Yes but only if they had write the story different from what they did.

 

 

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  • 2 weeks later...

Of course I want player choice similar of GTA IV,but with a bigger impact on the storyline(than IV),but I don't want more that two possible finals.

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I loved the story choice in GTA 4.   That worked well IMO, it adds drama and a choice into the story, it makes it exciting and adds more replay value. In V, I don't think the choices of ending worked well, especially deathwish, that's why many people might be against the choices in GTA 6.

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Being a fan of series like Fallout moral choices and dilemmas are huge factor in those games.  I would love it better in GTA  in they could really make them impactful. It doesn't have to be in the main story either. It can be a nice side-mission storyline. Where your decisions might have a great impact further on in the game. 

 

Simple Yes/No actions are a bit silly. There should be more complex decisions where there's a 3rd or even 4th outcome that isn't so clear what the outcome will be when you make the decision. 

Edited by Mister Pinkerton
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TheSantader25

I'm not a fan of choices for GTA but a fan of "outcomes" based on free mode non story actions. 

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GTA IV/RDR2's type expanded just a bit would be fine. But their games aren't RPG's, I don't want to create my own character or completely change the story.

On 11/30/2018 at 8:44 AM, TheSantader25 said:

Nope. Choices never fit GTA if you ask me. They are actually one of my criticisms towards V and IV as well. They feel like a tacked on feature for the sake of it. R* should instead work on giving freedom to players during "gameplay" with different mission design routes instead of "story" choices. And Actually let us use the things we have in missions in free mode(JB700) 

They shouldn't take that too far though imho, if every mission has the choose your own way style, none of them are memorable. See Ubisoft's past few games

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TheSantader25
14 minutes ago, Journey_95 said:

GTA IV/RDR2's type expanded just a bit would be fine. But their games aren't RPG's, I don't want to create my own character or completely change the story.

They shouldn't take that too far though imho, if every mission has the choose your own way style, none of them are memorable. See Ubisoft's past few games

I just want freedom during gameplay but I don't want choices for the story because it makes me feel like the protagonist doesn't have a personality of his own. 

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11 minutes ago, TheSantader25 said:

I just want freedom during gameplay but I don't want choices for the story because it makes me feel like the protagonist doesn't have a personality of his own. 

 

That's one of the things I like about the choices in GTA 4.  One route is money and one is just about getting revenge, with the choices, you can choose the personality he has

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