GTA 6: 10 Things It Must Do BETTER Than 5
5. Unlock The Full Map, Piece By Piece
Mostly down to how the open world genre has evolved since GTA III, now developers like to just throw their whole expanses at you, pepper them with collectibles, missions and dynamic encounters, and then say, "On you go!"
However, we've lost something in this transition - and it's what The Legend of Zelda: Breath of the Wild rediscovered: Unlocking an eventual map over time is a far better way of connoting just how much of a journey you've been on - and just how big the map itself is.
GTA V almost got this across when you first flip over to Trevor up in Sandy Shores/Blaine County, as your surroundings looked completely different. Then, within a few missions you're back into the city again, allowed to roam in any direction with none of it feeling memorable or memorisable.
I'd wager you could actually draw out a map of GTA III, Vice City and Los Santos from memory, and it's because you spent so much time there. You knew the secret routes, the stunt jumps - the parts of the world geometry you could fling yourself off to cover distance in quicker time. When it came time for a change, you were ready - but it was never a knock on the environment itself.
All of this goes away when we're asked to "take in" a ludicrous amount of space at once, and actually going back to the "island by island" design would benefit gameplay tenfold.