GTA V allowed people to have at least an illusion of affecting how successful some of the major missions were, and it felt fantastic. In video games, there's a fine line between holding the player's hand and giving them real freedom, but Rockstar have shown the way to do it, especially with how they laid out the various 'heists' and bank robbing missions in V. Assembling the user's own crew of 'talent', deciding on the best approach and choosing where to break and enter were all featured in GTA V, but they admittedly did feel a little meaningless at times, more there for aesthetic appeal than actually having an impact on how successful the mission turned out to be. This is something which could easily be expanded on in GTA VI, perhaps even incorporating the other main characters into the mix. Picture a scenario where the player's character decides on an approach, but the others completely disagree - communication would then be required in order to come to an agreement that suited everybody. If it didn't work, maybe one of the hired guns wouldn't want to work with the player again. This again reeks of RPG, but why not give it a try?
Lifelong wrestling, video game, music and sports obsessive who has been writing about his passions since childhood. Jamie started writing for WhatCulture in 2013, and has contributed thousands of articles and YouTube videos since then. He cut his teeth penning published pieces for top UK and European wrestling read Fighting Spirit Magazine (FSM), and also has extensive experience working within the wrestling biz as a manager and commentator for promotions like ICW on WWE Network and WCPW/Defiant since 2010. Further, Jamie also hosted the old Ministry Of Slam podcast, and has interviewed everyone from Steve Austin and Shawn Michaels to Bret Hart and Trish Stratus.