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Consequences : Expanding On The Choices You Make


neo92boi
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Simply put, I have never truly seen Rockstar degrade from one game to the next, in any format. Whether it was graphical improvements , to script enhancements, R* has always delivered above and beyond the step they took prior. However one thing they are guilty of is omitting certain aspects of one titles features to the next, which truly annoys me and to this day I do not understand , though in good faith sometimes what was once a neat feature eventually becomes unnecessary or unfit for the new iteration (EX. Bodybuilding in SA not being transferred to IV). 
 

This feature however should by all means transplanted into the next Grand Theft Auto if R* wishes to continue with their initiative of ambition, and full immersion in their crown jewel that is GTA. 
 

In RDR2 every murder you commit, person you rob, bridge you blow up, friend you make, follows you throughout the course of the game. In the setting that RDR2 takes place in this task is easy to deliver since there is a clear distinction of land mass overpowering it’s populous. Interestingly enough the decisions you make not only affect the storyline but also the atmosphere unto which you play in, whereas if you’re a merciless outlaw townsfolk will keep clear of you, and if you’re an upstanding good guy people (most) will be comfortable with you’re presence. This would prove difficult to execute in GTA VI with there being an extreme increase in population in comparison but this is the Next-Gen and I feel they can not only do it, but deliver on it in a way no one could phantom. 
 

In GTA VI this gameplay aspect and the level of its involvement in your play through whether through the story or free roaming must be blown up to a bigger picture with even finer detail. Every decision you make must have lasting consequences, not just by your progression in the story, but in your actual play through in REAL TIME. Now not to go overboard (Blowing a hole in a building requires a construction team to repair the following days later) but in actuality this level of detail should be implanted in certain things.

 

Example:

 

Murders - Going on a  3 or 5 star killing spree should merit certain things to happen in the game, such as. 

2186020_070517-kgo-ap-nypd-crime-scene-t

*Streets being taped off by police

*Candle vigils for the slain 

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*Crime scene investigators 

*Coroners on scene 

*EMT’s actively and successfully resuscitating people 

*Photos of the slain 

*Detective Investigation requiring you to change your appearance and personal vehicle , possibly relinquishing properties and assets because of investigation

 

*Live news crews on scene detailing to people what mayhem you have caused and the impact it will have on the world thereafter 1572013261_fb90d31323_z.jpg

*Police reports on radio during and after your antics

* (RETURN) Killing gang members earns a grudge function 

*Killing gang members while donned in rival colors merits respect and protection from the gang you represented.

 

What do you guys think? Any ideas

 

 

 

Edited by neo92boi
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Nice... sounds like something Rockstar would implement in Grand Theft Auto VI, and then remove before the game's released. 

 


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And I think a simpler version of this was cut from GTA San Andreas - if you killed a pedestrian, a News Van would spawn and go to the scene, and if you broke a light pole for example, an utility truck would go there, etc.

 

And it would be interesting, for example, if you killed a character and later went to the cemetery, you could see the character's funeral, maybe even get recognized (depending on how you killed them).

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I remember reading about The Getaway on some PlayStation magazine, where they stated that everything you do will have an impact on the world, so it was quite similar. Naturally, it didn't work as intended.

 


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I like the idea of having functional EMTs again not sure about crime scenes and vigils for the victims. I feel like there'd be points where the map would just be covered in yellow tape and candles. 

 

Honestly though, I feel like the more Rockstar tries to add elements of realism, the more inconsistent and less immersive the game ends up feeling. I think they're best off sticking to smaller more subtle stuff. Like the EMTs or maybe if you commit a lot of crime in a certain area of the map, the police presence increases a bit in that area. 

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