GTA VI: 10 Things It Must Learn From V

5. Make Attributes/Clothing Etc. Matter Again

When San Andreas went into some uncharted territory with its RPG mechanics, plenty people dog-piled on the idea as they assumed it meant you'd forever be hunting out meals to avoid your health draining away. In the end although it was imperative for you to maintain some sort of diet, if you stockpiled food with a high fat content (but not enough to visually alter CJ) you could survive for tens of hours of gameplay without going back. It fleshed out your individual presence in the world, and personalised the experience to just the right degree. GTA IV then dropped a clanger by removing these systems and making everyone get all het up about not being able to give Nico the fingerless gloves in all the promotional materials, with V opening up the possibilities for tattoos, hairstyles and clothing etc. - only for the game to change them again whenever you switch characters. Not only that, but clothing has zero impact on the game, whereas in San Andreas you'd have frosty conversations with rival gang members if you were wearing opposite colours - for GTA VI it'd be great if certain 'looks' were off-limits until you'd made a suitable dint in the city itself. You shouldn't be able to look like you 'made it' overnight, and everything from overall physique to clothing and even what cars you have free access to should reflect this.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.