GTA 6: 9 Things It Must Learn From GTA V
Make sure you're taking notes, Rockstar.
It's undeniable that Rockstar Games continue to set the standard for what an open-world game can be, as well as what they should be. The focus on immersion, the sharp writing, all within a framework that feels authentic and genuinely alive with every passing pedestrian, GTA V was a technical marvel back in 2013, and it continues to remain relevant due to lofty ambition and extreme levels of polish in all areas.
After consistently perfect critical scores and heaps of praise from all fronts, where does GTA go from here?
This isn't a new dilemma for Rockstar, as every GTA sequel has had to compete with their critically praised prequels and they typically manage to come out on top.
However, all this doesn't mean Rockstar couldn't use some pointers as to what worked, what didn't, and what should be brought over to its sequel. To help them out, here are 10 Things GTA 6 Must Learn From GTA 5. Leave your own suggestions in the comments below.
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9. The More Interiors, The Better
Outside of the clothing stores, strip clubs, and homes of the three protagonists, no interior in GTA V was accessible outside of specific missions, leading to the feeling of the world being somewhat 'closed-off'.
Extensively detailed game worlds are great, but a lack of interiors turns all the buildings into window dressing. GTA VI needs to take pointers from Mafia 3, which presented accessible interiors that vary in both design and NPC's present. Without delving into interaction within buildings and the world (which will be discussed later), it's important that players explore any given world in full.
Even if this amounts to just more open buildings and stores that you can rob, at least there's a clear upgrade present. After all, heists were the best part of GTA, so with more armed robbery or other dynamic side event opportunities, the better the overall experience will be.