GTA VI: 10 Lessons It Must Learn From The Competition
2. A Dynamic Mission-Generating World - Skyrim
So hands up - how many of you explored every nook and cranny of the new San Andreas? Yeah, us neither. Rockstar's newest world will remain the benchmark for The Most Stuff We Can Cram Into One City, but where it falls down is in the necessity stakes. One of the most innovative things Skyrim did for open-world games - and something we're yet to see replicated - is create a system of interlocking missions that custom-generates quests based on locations you're yet to visit, with the express purpose being to make sure you eventually cover every single pixel the designers put in. We'd hazard a guess that most of you don't have the GTA V map memorised anywhere near like how you did with GTA's III, Vice City and San Andreas, as although it's all well and good having a breathtakingly gargantuan playing field, if it's not utilised in a way that makes the size an integral factor then essentially; what's the point? Give us a system of random encounters and stranger missions that will take us to the farthest reaches of the city, along with the mountainous landscapes and everything in between - something like the underground subway system could make for a perfect place to have a shootout or finish chasing after someone, but most of us didn't even know it existed unless we stumbled in there by accident.