GTA 6: 9 Things It Must Learn From GTA V
6. Dedicate Time To The Antagonists
There's certainly merit in the creation of a good villain with depth, as fully-developed villains can be quite rare. A forgettable villain, however, has little value.
Devin Weston and Steve Haines were certainly tools, and it was enjoyable taking them down, but were they memorable? Short answer, no.
These characters were lacking depth, an identity that stretched further than "Well, he's a wealth-obsessed jerk" or "He's a ego-centric jerk." This writing choice likely came from the game's overall focus on fun satire of wealthy Californian lifestyles, and the selfish mindsets of those that maintain them. This doesn't necessarily open itself up to a dark and evil villain, whereas a game with the tone of GTA IV would be able to provide that kind of antagonist.
Depending on the tone GTA VI decides to adopt, it'll need a villain that at least is given time to breathe, develop, and become an adversary that's players love to hate rather than a character players are just annoyed by.
GTA V had a sense of "changing antagonists" with a number of "bad guys" appearing but never sticking around. GTA VI needs a villain that sticks around from beginning to end; one that offers a three-dimensional personality. A villain players feel the need to to take down, rather than someone to be killed because the plot demands it.
GTA needs another Officer Tenpenny, and GTA VI will hopefully provide an antagonist that reaches that same caliber.