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What type of missions would you want in GTA 6?


TrueGamer
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Collibosher

Non linear and "non-cinematic". That stuff may work in RDR2, but let the GTA 6 be different. If there's a mission where you have to kill some guy, considering the GTA's gameplay, you should have several options and tools to complete the mission; stealth, loud, snipe, trap and so on with few scripted effects on npcs depending on your actions. The "loud and dumb" should always be the final option if the suggested or more obvious choices fail.

 

Getting [mission failure] should make sense and mostly just happen if you die, get busted or restart the mission. I mean if you tail someone, you should only [lose the target] if you LITERALLY lose the target, not when the game thinks you're "too far" or something. Let's take the first Franklin mission for example, you should be able to deliver the car on your own time if you want, go shopping, see movies, etc, "Follow Lamar" should be a suggestion. Sure, deliver the car to Simeon with a Cargobob if you want.

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Everything that was possible prior to Grand Theft Auto V. Dude, I don't want to fail a mission because I chose driving a different route...

 

Missions in Grand Theft Auto V are terrible to replay, because they have these long boring-ass sequences.

Edited by Americana
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I want a mix of all kinds of different missions. I mean, I think a good portion of the missions are going to have to be linear to some degree. It's an open world game so there's going to be a fair share of "go there, get the thing, take it somewhere else" style missions.

 

In Rockstar games the "get the thing" portion of that mission formula tends to be "shoot your way down a corridor, watch a cutscene, shoot your way down another corridor, escape". I think if "the thing" is in, say a junkyard, that junkyard should have multiple entrances and exits. We should be able to try and stealth our way to "the thing", go in blasting, or cause some sort of distraction to clear out the enemies. Basically, I'd like to see more missions that embrace the freedom provided by an open world game.

 

I'm fine with them including a handful of the very linear, corridor shooter, set piece missions, though. Those are fun and would be a good way to break things up every now and then. I'm even fine with a few hand-holding missions. Some sort of tutorial period in the beginning is to be expected. I just don't want it to be like RDR2 where they're still holding my hand in the final mission.

 

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Totallycasual

I actually like the standard missions we got in the previous installments of the game, i enjoy the banter and character development that can be worked on while you're driving to and from missions, i'm of the opinion that if something isn't broken, don't fix it.

 

Unless it's GTA Online, that sh*t can go and get f*cked. 

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18 minutes ago, Lethal-lock said:

Unless it's GTA Online, that sh*t can go and get f*cked. 

Personally, I wouldn't mind some of the Online businesses making their way into single player. Import/export should be a staple feature in a game series called GTA, in my opinion. 

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Totallycasual
6 minutes ago, DexMacLeod said:

I wouldn't mind some of the Online businesses making their way into single player.

 

In terms of the content being made available in the single player game?  Hell yes that would be cool, i just don't want to have to play the online portion of the game to access it. 

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17 minutes ago, Lethal-lock said:

 

In terms of the content being made available in the single player game?  Hell yes that would be cool, i just don't want to have to play the online portion of the game to access it. 

Yeah, when I was still playing Online I spent most of my time in solo public lobbies and it basically just feels like an expanded version of past games' post-story grind. I've always argued that GTA Online isn't a bad game, it's the other players that make it a  terrible experience. 

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Totallycasual
3 minutes ago, DexMacLeod said:

I've always argued that GTA Online isn't a bad game, it's the other players that make it a  terrible experience.

 

Yeah, the players and the fact that the currency reward structure is tuned to stimulate shark card sales.  Grind your ass off for a month to afford this ridiculous new vehicle or just get out your credit card for instant gratification 🙄

 

We should probably stop this conversation though, the thread is meant to be about what we want, not what we want to bitch about from the previous game lol 

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  • 2 weeks later...

With regards to OP, I believe there definitely should be more unique, non-linear minigames that still involve the good old GTA combat and gameplay. Haven't really seen them much since San Andreas and LCS, much less in GTA IV and V, which make them feel more like quasi-linear crime games along the same lines of the Mafia series than actual open world titles, and I feel this made GTA V virtually unreplayable after the story is done. No point having loads of different names for the content if the gameplay for it feels the same for everything and the game keeps telling you what to do. I think NakeyJakey summarized this issue the best.

 

 

I find it really ironic that the Yakuza series in general had a more vibrant and living  open world than later GTA games, despite the smaller scale. Most of the games literally take place in some type of small-scale red light district, and yet, there's so much to do, and there is a sense of intuitiveness that I feel GTA lacks. I think this sort of thing truly adds to the immersion of the game world, which would supplement the main story quite well and put the open world to good use. Hell, even Saints Row did this better, I feel, especially 1 and 2.

 

Here's an example. Imagine a Yakuza-ish real estate type minigame where  you help a developer get to the top of the while destroying and shaming rival companies in the process, and there are many different approaches that you can take in order to achieve this, and the game does not outright tell you how to do it. You can scare architects and businessmen, steal a concrete truck, sabotage a grand opening, smash up a showroom or even pay a bunch of hobos to congregate at the targeted property. And that's just one of the simple solutions that eliminates the need for hand-holding in the next instalment which ups the replay value of the game tremendously.

 

I also think collectibles should be eliminated entirely, or at least be made interactive in a way. GTA collectibles in general just feel like major cop-outs in my opinion, to give players the excuse to further explore the game world unused in the main story. Would be cool if one of the collectible missions involved you eliminating various covert cells of Soviet sleeper agents in Vice City (if GTA 6 were to be set in the 80s) instead and there would be audio cues, such as the sound of transmissions and Morse Code translations, that can lead players to finding them, rather than look at a map on one of the game's many useless websites or books. This is a good way not only to make collectibles less of a chore, but also give more character and interiors to the game world.

Edited by DownInThePMs
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Maybe it's a unpopular opinion but i really like GTA Online Contact Missions... Because that's the way mission were in the past. Go to the base and steal a car. Nothing more. And you can decide how you do that.

I just play RDR2 and yea the missions are very very linear. For 2 weeks i played GTA 2 and has simple missions too. It was fun because i can decide which vehicle which weapon, which route.

One thing! I want no more scripted Police chases like the mission in GTA V with the woman who steels the film and flee to the airport. No more police car who drive like a train on traintracks

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I think, that they should try to take best of both worlds. RDRII had a lot of great missions but failing us for trying to choose slightly different route (even if it was very logical to do this) was far from being cool. I'm a big fan of RDRII but even I had a moment when I thought "Are you serious?" With huge leap in terms of hardware performance and more detailed world we definitely need to have more freedom.

Edited by Kris194
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VercettiGuy

No. More. Heists.

 

People liked the heist in SA and IV so R* thought "Let's make the next game all about heists!"

Big mistake.

 

I mean, we need one or two heists, but not an entire game about it.

 

And if Project Americas is true, there's other kind of missions I'd rather have.

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1 hour ago, Thomas Cavendish said:

Scripted missions just like RDR2. Perfect.

Honestly this. It just gives more of a cinematic experience. If I want choices in missions, I would look for RPGs by CDPR. I'm not saying every mission needs to be scripted. The big missions giving us choices would be enough for me. Kind of like V, where we were given options on how to approach the heist. 

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Yakuza is a pseudo open world game. It's more linear than non linear.....not a good comparison for GTA.

 

OT: I'd rather it be more similar to IV's mission style

 

 

 

Edited by rjmthe2nd
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3 hours ago, EliteGamer_6 said:

Honestly this. It just gives more of a cinematic experience. If I want choices in missions, I would look for RPGs by CDPR. I'm not saying every mission needs to be scripted. The big missions giving us choices would be enough for me. Kind of like V, where we were given options on how to approach the heist. 

Scripted missions are not a bad thing but the problem is, that open world game started to punish us for exploring and trying to be creative during missions, this is huge issue.

Edited by Kris194
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No more scripted missions. Let me do missions in a variety of ways like we used to be able to do in the old 3D era games and in IV. I should not fail a mission for going the wrong way.

 


Look at all the different strategies you could use to complete this mission. I want this!

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Algonquin Assassin
18 hours ago, VercettiGuy said:

No. More. Heists.

 

People liked the heist in SA and IV so R* thought "Let's make the next game all about heists!"

Big mistake.

 

I mean, we need one or two heists, but not an entire game about it.

 

And if Project Americas is true, there's other kind of missions I'd rather have.


Agreed. I’ve often said the heists in GTA V made me feel burnt out.

 

Maybe it was the smaller mission count and not being spread out enough I don’t know, but by the time I got to the Big Score I was actually tired of going through the same motions I just wanted it to be done. That’s not a good feeling to have for something that should’ve been the culmination of everything.
 

Maybe if there were more missions it wouldn’t have been so bad, but there’s a point where you can literally do the Merryweather heist and Blitz Play back to back. Too much being crammed into a tight space.

 

I think a heist in any GTA game should serve as the crown jewel. There’s a reason so many fans are fond of The Job, Breaking The Bank At Caligula’s and Three Leaf Clover. They were exceptions not the rule.

 

Given the fact it’s also been overdone in GTAO I wouldn’t be too upset if heists sat out GTA VI honestly.

 

Edited by Algonquin Assassin
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Cryptic Runner

varied missions with replayability, missions that affect what happens in the map, no boring missions, missions that start where it actually happens instead of having to drive around the map for 10 hours and (obviously) freedom in doing them. hope there's also alot of side missions that don't need you to be harry potter to progress in them.

Edited by Cryptic Runner
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I can tell what I don't want. No more collectible side missions. I'm tired of killing 200 pigeons, collecting letter scraps or dinosaurs bones. Those type of missions belongs to the PS2 era.

Edited by Rajder
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NightmanCometh96

Taking a few cues from Metal Gear Solid V (mainly The Phantom Pain, as it is open-world, but also Ground Zeroes to an extent) might alleviate some of the linearity complaints with modern R* titles. While most missions in MGSV have an overall set objective, you usually have freedom with how to accomplish goals. Stealth is encouraged (it is Metal Gear after all), but V is designed in a way that also lets you go in all guns blazing without too many issues if that's how you'd rather play. And a decent amount of missions find a way to let you continue if you screw up an objective and/or don't follow the instructions to the T. Say you need to eliminate 3 commanders; you could pick them off one by one at their respective posts, or you could just wait for them to meet up with each other for a conversation and kill three birds with one stone. But what if you don't want to kill them? That works, too! Just extract them via Fulton recovery or a helicopter to have them join Diamond Dogs. Accidentally killed/extracted the guy you were supposed to tail? In RDR2 or GTA V, you'd probably fail right then and there, but in MGSV, more often than not you will be able to continue the mission in some way. 

 

2 hours ago, Rajder said:

I can tell what I don't want. No more collectible side missions. I'm tired of killing 200 pigeons, collecting letter scraps or dinosaurs bones. Those type of missions belongs to the PS2 era.

I don't mind collectibles in and of themselves, but I'd prefer it if they followed the III/VC/LCS/VCS structure of giving you  a reward after getting a fraction of them (i.e. new weapons at your safehouse after every 10). That would have made the SA/IV/V collectables more rewarding (especially the Flying Rats in IV).

Edited by NightmanCometh96
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I'd like missions like those in older GTA games,with freedom to do them whatever way I want and with little to no scripted stuff.

Also,I don't want very short simple missions like the one in GTA 5 where I just go to the store to buy masks and the one where I just go to buy boiler suits.If I need to do a few short tasks,at least they can make one longer mission where I do a few of them instead of each task being a mission for itself.

Edited by GTA-Biker
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VercettiGuy
1 hour ago, Rajder said:

I can tell what I don't want. No more collectible side missions. I'm tired of killing 200 pigeons, collecting letter scraps or dinosaurs bones. Those type of missions belongs to the PS2 era.

 

Well, although I've never been a fan of those missions either, I don't see the problem with those.

 

Unless you want 100%, the game doesn't require you to do them. You don't have to do it to progress in the story. You can just ignore them.

 

And I don't really understand why they belong to the PS2 era.

Edited by VercettiGuy
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Algonquin Assassin
16 hours ago, Rajder said:

I can tell what I don't want. No more collectible side missions. I'm tired of killing 200 pigeons, collecting letter scraps or dinosaurs bones. Those type of missions belongs to the PS2 era.


I don’t mind collectibles aslong as they have some intrinsic value and the pay off for collecting them is worth it. As much as I love GTA IV the flying rats are balls and kinda just feel out of place with the rest of the game.

 

Other games can do this really well when they tie collectibles to the narrative so collecting them feels like you’re accomplishing something than something to do as padding out game time.

Edited by Algonquin Assassin
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On 3/11/2021 at 7:33 PM, RenegadeAngel said:

however, with Yakuza, don't you think it's only natural that an entire game set in a single district is more vibrant and living than a game set in a large world? What I mean is that with technology that was available back then you either choose small scale and vibrancy with more cool things to do or large scale with less vibrancy and things to do, but a greater immersion, freedom to navigate and some rad things smaller scale games can't afford to have.

Yeah, obviously. But you'd have to remember that Rockstar has a far larger budget than Ryu Ga Gotoku Studio by an absolute longshot so I don't see why they can't do a much more immersive open world with the resources available. And it doesn't have to be incredibly in-depth either, maybe San Andreas or Saints Row 1 and 2-tier would be enough to satisfy most folk.

 

If the concern is map size, then the map doesn't have to be very huge either, less is more I feel is the best sort of philosophy to approach the design of a quality open world. leave things that are essential to gameplay and don't just serve as wasted space, like the steep mountainous areas and the underwater regions in GTA V. I think a lot of game companies now have this mentality where they have to build the biggest and most beautiful map possible only for players to realize in the end that it is a mile wide and an inch deep.  I'd rather have a vibrant and interactive mid-sized Vice City with a smaller swamp area in the outskirts for some swamp-related activities than a large map with nothing to do and with lots of areas that most players would barely even traverse.

Edited by DownInThePMs
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  • 2 weeks later...
Evil empire

I like diversity with a lot of action and a preference for gunshots. A heist with a set of preparation missions like Breaking the bak at Caligula's would be very good. If the vehicles handle as well as in Vice City some races would be cool too. I'd love to have multiple ways to accomplish the missions.

 

I like the collectibles but there should be some in-game maps available and/or a savegame editor for this moment when you have a very small number left to find and are clueless about their location.

Edited by Evil empire
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On 3/13/2021 at 8:51 AM, Algonquin Assassin said:


I don’t mind collectibles aslong as they have some intrinsic value and the pay off for collecting them is worth it. As much as I love GTA IV the flying rats are balls and kinda just feel out of place with the rest of the game.

 

Other games can do this really well when they tie collectibles to the narrative so collecting them feels like you’re accomplishing something than something to do as padding out game time.

Some of the best collectibles I've ever seen are in Watch Dogs 2. They're clothes, paint jobs for guns or your drones, money, perk points/upgrade unlocks and my two personal favorites ScoutX, where you just go around the city and take pictures of famous landmarks in SF that are very nicely crafted in the game and the tagging missions, which I don't know if they count, but they have a really nice pay off at the end, where you tag the Golden Gate Bridge

 

The collectibles in SA were kinda tedious, but at least they had a good and useful reward, especially if you do them early. The ones in V just kinda felt boring? Like, the UFO parts get you a cool vehicle, but the other ones are disappointing. The paper scraps have you just chase down and shoot some guy at the end and I don't even remember what the reward for the sub is. Was there even one, besides being able to take that womans Asea?

 

On the topic of in-game maps, something like a tourist guidebook could work well for something like the snapshots from SA or ScoutX from WD2. Also instead of having 50 of one collectible, you could have smaller numbers (like 5-15) and more different things that are therefore more thought out, e.g. tags that are more grand in scale, secret packages with maybe some kind of treasure map, a book explaining the rare flora and fauna of the state with the collection appearing in your (main) house as trophies on your wall, plants in a garden etc., rare recordings of in-game TV shows that you can watch (think something like the lost Doctor Who episodes). Maybe there could be some kind of amusement park and arcades where you can win trophies in the minigames, like a claw game and a pellet gun shooting range (also a pellet gun as a non-lethal weapon could be fun)... there's a lot you can do with collectibles that add to depth, atmosphere and immersion, but for some reason we're still stuck on boring collectathons.

 

 

Back to topic: I'd like to see less missions where you constantly have an NPC to babysit with you. Either don't force me to bring them or make them immortal. Video game AI will always suck to some extend, don't make me fail a mission because of it. Also less driving across the map. The mission in V where you scope out the Paleto bank is so terrible. First you drive all the way up there while listening to terrible dialogue, then you watch a boring cutscene, then you dawdle about in Paleto for a couple of minutes doing f*ck all, and then you drive all the way back to Sandy Shores. This is some "mission design is my passion" level bullsh*t. Make the missions more open ended and less restrictive. No forced stealth sections, let us f*ck up. Same goes for any heists we might get, just let us f*ck up.

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Leather Rebel
12 hours ago, Ser_Salty said:

Some of the best collectibles I've ever seen are in Watch Dogs 2. They're clothes, paint jobs for guns or your drones, money, perk points/upgrade unlocks and my two personal favorites ScoutX, where you just go around the city and take pictures of famous landmarks in SF that are very nicely crafted in the game and the tagging missions, which I don't know if they count, but they have a really nice pay off at the end, where you tag the Golden Gate Bridge

 

The collectibles in SA were kinda tedious, but at least they had a good and useful reward, especially if you do them early. The ones in V just kinda felt boring? Like, the UFO parts get you a cool vehicle, but the other ones are disappointing. The paper scraps have you just chase down and shoot some guy at the end and I don't even remember what the reward for the sub is. Was there even one, besides being able to take that womans Asea?

 

On the topic of in-game maps, something like a tourist guidebook could work well for something like the snapshots from SA or ScoutX from WD2. Also instead of having 50 of one collectible, you could have smaller numbers (like 5-15) and more different things that are therefore more thought out, e.g. tags that are more grand in scale, secret packages with maybe some kind of treasure map, a book explaining the rare flora and fauna of the state with the collection appearing in your (main) house as trophies on your wall, plants in a garden etc., rare recordings of in-game TV shows that you can watch (think something like the lost Doctor Who episodes). Maybe there could be some kind of amusement park and arcades where you can win trophies in the minigames, like a claw game and a pellet gun shooting range (also a pellet gun as a non-lethal weapon could be fun)... there's a lot you can do with collectibles that add to depth, atmosphere and immersion, but for some reason we're still stuck on boring collectathons.

 

 

Back to topic: I'd like to see less missions where you constantly have an NPC to babysit with you. Either don't force me to bring them or make them immortal. Video game AI will always suck to some extend, don't make me fail a mission because of it. Also less driving across the map. The mission in V where you scope out the Paleto bank is so terrible. First you drive all the way up there while listening to terrible dialogue, then you watch a boring cutscene, then you dawdle about in Paleto for a couple of minutes doing f*ck all, and then you drive all the way back to Sandy Shores. This is some "mission design is my passion" level bullsh*t. Make the missions more open ended and less restrictive. No forced stealth sections, let us f*ck up. Same goes for any heists we might get, just let us f*ck up.

 

They should add fast-travel mid mission ability like Mafia:Definitive Edition.I agree with all of them.

Edited by Ryz 92
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Thomas Cavendish
22 hours ago, Ser_Salty said:

On the topic of in-game maps, something like a tourist guidebook could work well for something like the snapshots from SA or ScoutX from WD2. Also instead of having 50 of one collectible, you could have smaller numbers (like 5-15) and more different things that are therefore more thought out, e.g. tags that are more grand in scale, secret packages with maybe some kind of treasure map, a book explaining the rare flora and fauna of the state with the collection appearing in your (main) house as trophies on your wall, plants in a garden etc., rare recordings of in-game TV shows that you can watch (think something like the lost Doctor Who episodes). Maybe there could be some kind of amusement park and arcades where you can win trophies in the minigames, like a claw game and a pellet gun shooting range (also a pellet gun as a non-lethal weapon could be fun)... there's a lot you can do with collectibles that add to depth, atmosphere and immersion, but for some reason we're still stuck on boring collectathons.


I would like these collectibles to be in smaller numbers too, but also, in small areas. Instead 50 all over the map, 15 in one neighborhood, factory, building, park, block, county. 

Edited by Thomas Cavendish
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