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rjmthe2nd

GTA VI should not have the typical GTA story formula

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rjmthe2nd

Every GTA involves an ally that becomes an adversary. I hope they'll break away from this formula because it's too predictable.

 

I'd like to see the inverse where there's an antagonist early on that becomes an ally. 

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Americana

Yeah, but I hope that the game is going to at least have a story.

 


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FFTLate
2 hours ago, rjmthe2nd said:

I'd like to see the inverse where there's an antagonist early on that becomes an ally. 

If the only thing he does is steal your car ok. An antagonist, I see him more likely to kidnap, hurt, kill someone you love. Something that can't be forgiven. I don't know how it could work. In RDR2, Dutch killed Colm's brother, and Colm killed Dutch's wife, it's a 1-1 and still, you can't forgive that. And if the antagonist only stole businesses from you, I wouldn't fear him that much, and I will think he's weak (don't want that for an ally).

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Orthur The Boah
10 hours ago, rjmthe2nd said:

there's an antagonist early on that becomes an ally. 

Sounds good to me. If they can make it work it'll be amazing. 

 

We'll get to see the good side of the antagonist and understand his point of view, unless what he thinks is contradictory to that of what our protagonist thinks. 

 

Also for our protagonist I would love a breaking bad kind of arc, good innocent guy pushed into the bad side.

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rjmthe2nd
10 hours ago, FFTLate said:

If the only thing he does is steal your car ok. An antagonist, I see him more likely to kidnap, hurt, kill someone you love. Something that can't be forgiven. I don't know how it could work. In RDR2, Dutch killed Colm's brother, and Colm killed Dutch's wife, it's a 1-1 and still, you can't forgive that. And if the antagonist only stole businesses from you, I wouldn't fear him that much, and I will think he's weak (don't want that for an ally).

 

The protagonist and pseudo-antagonist join forces against a mutual enemy.

 

 

If it's set in 80s VC like we all presume, the context to it would be they're all drug lords or are apart of three cartels in the midst of a feud, one of the cartels team up with you.

 

"The enemy of my enemy is my friend"

 

 

 

After the story is completed, there could be an option to betray them, it'd be very ubiquitous, you'd be able to call a meeting and kill them, attack their compound Scarface style and kill them, kidnap them and then take over their operation. For this to work the world of GTA VI would have to similar to RDR 2's where special NPCs are always there in free roam.

Edited by rjmthe2nd
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Thomas Cavendish

it's really hard to tell an interesting an LONG story about crime lifestyle without some kind of traitor, betrayer, backstabing. But I see your point.

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RenegadeAngel

It's fine as a trope, just don't make a big deal out of it. Make a betrayal serve as a setup for something more important than just a betrayal for the sake of cheap drama.

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Zello

These are criminals people who will turn on you and stab you in the back in an instant in order to get ahead. That's why they always live in paranoia all the time and always look over their shoulders anybody can betray you even your closest friends and family.

 

That said I want more different types of betrayal. Say you're in the Mafia and your best friend who came up with you ends becoming a federal informant during the game is wearing a wire and already has you and the rest of the crew on tape. The thing is you knew him when you were both kids and now well he's gotta go.

 

Spoiler

 

 

 

That moment when you confront and then kill him will be emotional for him and the protagonist.

Edited by Zello

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Dimitry Rascalov

I think it would be nice if you created your own antagonist, you could be able to create your own criminal and choose what organization you would like to work for. Then you work your way up against two other organizations or maybe 3 and choose who to align yourself with and who to backstab. Make the game all about choices with several different routes to take. I think RPG style GTA would make for a far better experience when you have much more influence over the story than just a set script with a couple of choices along the way that don't really make much difference in the world and story.

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rjmthe2nd
10 hours ago, Orthur The Boah said:

Sounds good to me. If they can make it work it'll be amazing. 

 

We'll get to see the good side of the antagonist and understand his point of view, unless what he thinks is contradictory to that of what our protagonist thinks. 

 

Also for our protagonist I would love a breaking bad kind of arc, good innocent guy pushed into the bad side.

 

Seems more grounded in reality where everyone is or can be the bad guy, then again stories like this might not work if it's not as serious as GTA IV and RDR 2. 

 

 

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Kris194
20 hours ago, FFTLate said:

If the only thing he does is steal your car ok. An antagonist, I see him more likely to kidnap, hurt, kill someone you love. Something that can't be forgiven. I don't know how it could work. In RDR2, Dutch killed Colm's brother, and Colm killed Dutch's wife, it's a 1-1 and still, you can't forgive that. And if the antagonist only stole businesses from you, I wouldn't fear him that much, and I will think he's weak (don't want that for an ally).

No one said, that anything would be forgiven and you will become friends but what if teaming up with your enemy is the only way to defeat your mutual enemy? Something like this could work.

Edited by Kris194

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Zello
8 minutes ago, Kris194 said:

No one said, that anything would be forgiven but what if teaming up with your enemy is the only way to defeat your mutual enemy? Something like this can work.

When does that happen though? Only way I can see that happening is if they both end up in prison and have to work together to avoid getting killed by the prison gangs.

 

 

Or your enemy ends up going to prison but they have the line to best drug supplier and since they're no longer on the streets you want to establish a relationship with them but they don't trust you so you rely on your enemy to put in a good word for you.

Edited by Zello
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DexMacLeod
13 hours ago, Zello said:

When does that happen though? Only way I can see that happening is if they both end up in prison and have to work together to avoid getting killed by the prison gangs.

 

 

Or your enemy ends up going to prison but they have the line to best drug supplier and since they're no longer on the streets you want to establish a relationship with them but they don't trust you so you rely on your enemy to put in a good word for you.

Why would they need to be in prison? Rivals teaming up to take on an even bigger threat is a pretty common trope in action movies. 

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Zello
On 11/19/2020 at 2:33 PM, DexMacLeod said:

Why would they need to be in prison? Rivals teaming up to take on an even bigger threat is a pretty common trope in action movies. 

Action movie see that's where me and you differ. I want more gritty crime drama and less action movie.

 

Two guys who hate each other aren't going to team up overnight and be buddies that just doesn't happen.

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Kngee1899

yes the gta stories are really predictable at this point. I wish something similar to red dead redemption 2 story

Edited by Kngee1899
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DexMacLeod
10 hours ago, Zello said:

Action movie see that's where me and you differ. I want more gritty crime drama and less action movie.

 

Two guys who hate each other aren't going to team up overnight and be buddies that just doesn't happen.

 

It's a common trope in stories in general. I just used action movies because that's what GTA tends to pattern itself after. There's no reason it needs to be as overly simplistic as two people going from "hating each other to buddies overnight", though. That's just bad writing no matter what the genre.

 

Using The Wire as an example; the cops work with criminals quite often, the East and West side gangs broker a shaky truce at one point, and Omar Little teams up with Brother Mouzone to take down Stringer Bell.

 

To be fair, those are all still pretty overly simplistic examples. In GTA (and video games in general), antagonists tend to be much more grey than they are black and white. Often times even your allies are technically antagonists in a lot of video games.

 

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KingAJ032304

Does Bernie count?

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rjmthe2nd
22 hours ago, Kngee1899 said:

yes the gta stories are really predictable at this point. I wish something similar to red dead redemption 2 story

 

Agreed, the tone of RDR2 should crossover into other Rockstar titles, but TBH, it was obvious Micah was the rat / antagonist

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