GTA 6: 10 Core Innovations It Needs To Stay Interesting
7. A Weighty Choice System
Remember when GTA III let you kill Kenji? It was revolutionary. Whilst Metal Gear Solid's torture scene and Splinter Cell Pandora Tomorrow's optional kill of Dahlia Tal had toyed with the idea of giving you a choice over how subsequent events would play out, this choice felt like something you undertook yourself, and were all the more better-off because of it. The placement of Kanji's death was perfectly posited just as he'd given out a particularly hard mission to. One that you could circumvent by talking to another quest-giver in the city, thus allowing you to take a rocket launcher to his face, and forgo continuing with his mission thread. GTA VI sorely needs more options like this, as whilst it is progress to choose the fate of two main characters in GTA IV and V, both options are very much signposted a mile off and come down very obvious "Option A or Option B" gameplay sequences. By establishing a world where you are granted the agency to interact with a variety of characters all pursuing their own agenda at the potential expense of other mainstays in the world, it creates a dynamic experience where it's up to you to choose whether or not to find other means around particularly taxing missions or unpleasant boss-figure.