What GTA 6 MUST Learn From GTA 5
3. RPG-Lite Doesn’t Cut It
Each main character in GTA 5 had a special ability that could be activated by clicking both thumb sticks. Franklin could slow down time and drive like a champ, Michael Could mimic Max Payne by going all bullet time during firefights, and Trevor could "rage". He'd basically become unstoppable.
None of these skills could be developed, and that was a missed opportunity.
In 6, it'd be cool to see the developers take some RPG levelling-up stuff they tried on in San Andreas and bring it bang up to date. Failing that, maybe they could add in the option to play through a "Hardcore Mode". Y'know, like the one that was agonisingly difficult in Fallout? Having to eat, drink, sleep etc would add a new challenge to the game.
Obviously, Rockstar would need to slow the pace right down for this to work. They'd have to give players ample time to address such survival elements without punishing them by fast-forwarding through days too quickly.