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Innovational mission structure ideas


KingAJ032304
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KingAJ032304

Give your best jabs at it and hopefully (buy unlikely) Rockstar will listen.

 

I for one would like to bring homies and friends to missions. I also want to call the police on the guy I'm targeting and let them set it either arresting the person, or ending up in a shootout. I also want the ability to escape an area without the need to kill people.

 

What ideas do you guys have?

 

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Algonquin Assassin

I would like to see the idea that GTA IV introduced of multi tiered missions like Final Interview and Out Of The Closet. It was such a cool idea to set up a meeting with the target rather than just like most missions just going there and killing them straight away.

 

There's so much more that could be done with this like gathering intel and tracking the target kind of like a Hitman game. If GTA VI has assassin/hitman style missions I hope they all follow this structure.

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Excalibur Voltaire

I'd like a non-linear mission that requires some creative thinking, and not being handholded all the time

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  • 1 year later...
Thomas Cavendish

I'd like to set up a crime scene and call the cops.
You hide a corpse in someone's car trunk and call the police, they come and arrest the owner.
Maybe you can hide drugs too.

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Racecarlock

Get rid of this sh*t:

 

Mission Failed: You Got In The Wrong Car

Mission Failed: You Abandoned The Car

Mission Failed: You Knocked A Snowflake One Centimeter Out Of Where We Scripted It To Fall

Mission Failed: You Wore The Wrong Outfit

Mission Failed: But Moooooom, you said we were gonna get mcdonald's on the way home!

 

That's like phase one of GTA 6 mission design. Another good one would be a few more dynamic heist elements. Also, if an event is random, it should not happen in the same place in the same way every time. I get that they were working with the limitations of the 360 and PS3 last time, but we're in the super 4k ray tracing super ballistic SSD super computer era, so I think they have more power to work with.

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Americana

We should have more grounded missions.

Edited by Americana
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boomboom5950

I like the linear mission design of modern rockstar games, it basically forces you to experience it the very best way, non linear mission designs will make the game feel like a fetch quest ubisoft boring game, the linearity gives you a more interesting mission design and the ability to let them add little cool features to each mission to make it more fun, for example car chases in gta 5 will often have a dead scripted path (where if you go off the path the mission fails) but gives cool moments like scripted npc cars crashing or acting as an obstacle for the player to avoid. Stuff like that is really cool and makes the game way more immersive, even though it means replaying the mission will play the exact same way as before, its one of the reasons rockstar are the very best. 

 

But things i would like to see are secret ways of doing the missions, one thing that blew my mind about GTA 3 was the secret way of doing cutting the grass, it blew my mind when i discovered that you can actually take him in your own taxi instead of tailing him and made me appreciate the game way more. Stuff like this is more what i want more missions to have in the next gta

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Shyabang Shyabang

I'd like to have some of the missions have you plan ahead. You'd be able to choose the protagonist's and his or her teammates' equipment and coordinate their moves. You'd assign their tasks such as covering/sniper position, group formation, driving a vehicle, being on standby with a vehicle, infiltration, surveillance, reconnaissance, etc. This type of planning would be used on team missions such as bank heists or breaking out a friend from prison. This will provide a variety of how the mission goes and what the outcome would be. It would be similar to the early Rainbow Six games.

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  • 2 weeks later...
rjmthe2nd
On 5/9/2020 at 7:38 AM, Excalibur Voltaire said:

I'd like a non-linear mission that requires some creative thinking, and not being handholded all the time

GTA is a very casual experience game, some of you guys are forgetting why it's as successful as it is

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KingAJ032304
On 2/26/2022 at 7:31 PM, boomboom5950 said:

for example car chases in gta 5 will often have a dead scripted path (where if you go off the path the mission fails) but gives cool moments like scripted npc cars crashing or acting as an obstacle for the player to avoid.

I feel like this could still work with more loose mission structures.

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The Tracker
19 hours ago, rjmthe2nd said:

GTA is a very casual experience game, some of you guys are forgetting why it's as successful as it is

 

I don't even know where to begin with to explain why this comment is just so f*cking wrong in all levels. GTA literally became sucessful because of the FREEDOM it offered compared with other games of the time, since when it became a non-casual thing to have less linearity in a game? It's paradojical, because casual gamers don't usually play games to follow an story or an specific set of actions, they mostly play games to have inmediate fun and mess around however they are able to, according to your logic games like Minecraft or genres like Battle Royales wouldn't be so ridiculously popular with everyone, since their core gameplay is based around everything the players decide to do or where to go, there is a reason why Ubisoft open world games are still so sucessful despite the common complaints a good part of the hardcore has with them. I wouldn't even say GTA is a casual experience (At least not mostly), since it's full of stuff casuals would rather not have, and that Rockstar even expanded upon with RDR2. 

Edited by The Tracker
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DexMacLeod
19 hours ago, rjmthe2nd said:

GTA is a very casual experience game, some of you guys are forgetting why it's as successful as it is

 

I think allowing players some freedom and making missions less linear would actually make the game more "casual". 

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rjmthe2nd
6 hours ago, DexMacLeod said:

 

I think allowing players some freedom and making missions less linear would actually make the game more "casual". 

 

Dude said he wanted no handholding in missions that require the player to think, that's not a casual experience.

 

You're all assuming the casual gamer can figure that out, they don't care not have the time to.

 

The mission structure is casual friendly as is because it guides you and tells what to do as is, making it more free form would leave you asking questions (where do I go? What do I do?)

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rjmthe2nd
6 hours ago, The Tracker said:

 

I don't even know where to begin with to explain why this comment is just so f*cking wrong in all levels. GTA literally became sucessful because of the FREEDOM it offered compared with other games of the time, since when it became a non-casual thing to have less linearity in a game? It's paradojical, because casual gamers don't usually play games to follow an story or an specific set of actions, they mostly play games to have inmediate fun and mess around however they are able to, according to your logic games like Minecraft or genres like Battle Royales wouldn't be so ridiculously popular with everyone, since their core gameplay is based around everything the players decide to do or where to go, there is a reason why Ubisoft open world games are still so sucessful despite the common complaints a good part of the hardcore has with them. I wouldn't even say GTA is a casual experience (At least not mostly), since it's full of stuff casuals would rather not have, and that Rockstar even expanded upon with RDR2. 

Statement is full of BS, GTA is one of the most casual experiences of all time in gaming, it's why it's successful, it's also why GTA doesn't come with a difficulty setting. 

You're just being a contraction for no reason, how can you look at any of Rockstar's open world games and NOT think they're casual experiences, lol Fortnite isn't a casual game; building and managing your inventory isn't exactly easy. 

 

Again, GTA is a casual experience because there is no barometer of skill or competition in it. GTA's Online mode doesn't count if you're going to go there.

 

 

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DexMacLeod
35 minutes ago, rjmthe2nd said:

 

Dude said he wanted no handholding in missions that require the player to think, that's not a casual experience.

 

You're all assuming the casual gamer can figure that out, they don't care not have the time to.

 

The mission structure is casual friendly as is because it guides you and tells what to do as is, making it more free form would leave you asking questions (where do I go? What do I do?)

 

He didn't say "no hand holding" he said "not hand holding all the time". There would still be markers on your mini-map telling you where to go, what to pick up, who to kill, etc. There just wouldn't be an NPC character guiding you down a straight path as if you're some kind of special needs kid.

 

Rockstar games are so hand-holdy they could reduce it by 75% and it'd still be an incredibly casual experience. At the very least, they could reduce that sort of stuff as the game goes on. There's absolutely no reason for a video game's final missions to still feel like they're the tutorial section.

 

I also don't think these hypothetical "casual gamers" are complete morons. If they're asking "where do I go" and "what do I do" because they aren't constantly being told where to do and what to do, and if asking the most basic of questions is too much for them, they probably aren't going to spend much time in mission regardless. Those are the people that just run around and cause havoc or those really weird people who just drive around obeying traffic laws.

 

There's zero reason why they can't keep the game "casual" without catering to the absolute bare minimum of human intelligence. Other AAA open world game developers have been doing it for around two decades now.

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rjmthe2nd
1 hour ago, DexMacLeod said:

 

He didn't say "no hand holding" he said "not hand holding all the time". There would still be markers on your mini-map telling you where to go, what to pick up, who to kill, etc. There just wouldn't be an NPC character guiding you down a straight path as if you're some kind of special needs kid.

 

Rockstar games are so hand-holdy they could reduce it by 75% and it'd still be an incredibly casual experience. At the very least, they could reduce that sort of stuff as the game goes on. There's absolutely no reason for a video game's final missions to still feel like they're the tutorial section.

 

I also don't think these hypothetical "casual gamers" are complete morons. If they're asking "where do I go" and "what do I do" because they aren't constantly being told where to do and what to do, and if asking the most basic of questions is too much for them, they probably aren't going to spend much time in mission regardless. Those are the people that just run around and cause havoc or those really weird people who just drive around obeying traffic laws.

 

There's zero reason why they can't keep the game "casual" without catering to the absolute bare minimum of human intelligence. Other AAA open world game developers have been doing it for around two decades now.

 

You're right but still I stand by GTA (and every other open world Rockstar title) being a casual experience. It isn't Dark Souls or Street Fighter, there's no skill or difficulty of level, lol.

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