GTA 6: 8 Things It Must Learn From Red Dead Redemption 2
4. Make Your Choice
Something Rockstar capitalised on in Red Dead Redemption 2 was the ability for the player to make their own unique choices in certain situations. For example, we could choose to assist a random stranger or ignore them, which actually affected our honor levels. It was the little details like this that added a new dynamic to RDR2 as it meant we weren't just doing what we had to all the time.
We've seen glimpses of this in previous Rockstar titles. Perhaps the best example of this would be the final mission in GTA 5, where the player (who'd be playing as Franklin) would choose to either kill Trevor, kill Michael, or choose the deathwish option. Having these options on offer led to different endings for game's story mode, something that isn't always the case in video games.
Unquestionably, these sorts of choices must be on offer in GTA 6. Your writer wants to have the ability to walk round a corner and see an altercation between a couple, being given the options to either interject into the situation or ignore it. Like in RDR2, these scenarios could completely change how the rest of the society views our player, adding new personality traits in the process.
It's the little things.