GTA 6: 8 Unexpected Risks Rockstar Must Take

5. Take Major Influence From Storytelling Heavyweights To Write Something Truly Great

Gta 4
Rockstar

Another ongoing facet of narrative design in gaming is self-reflection. GTA IV attempted to write a full story about the allure of the criminal life to an ex-soldier looking to just get things done and move on, and GTA V's Trevor was absolutely a comment on how the average person plays GTA, but neither of these landed.

Niko's character was undone by the very actions we were allowed to partake in; his cutscene dialogue portraying a different person to every action in between. And Trevor? He was so unbelievably OTT, doing everything from making comments about eating people to butchering friendly characters just trying to help him, that any comment he could've made on GTA as a franchise was completely obscured.

Now, GTA absolutely doesn't need to do anything in the way of Uncharted 4's family life-loving Drake or God of War's self-reflective Kratos, but if Rockstar could make their own franchise a focal point for millions of future conversations on violence in games and its appeal... that wouldn't be half bad.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.