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Grand Theft Auto V
The concept of a game that never ends
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saintsrow  |
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Dime Store Angel of Death

Group: Members
Joined: Sep 21, 2006


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I agee with OP  and many of the other peoples' ideas of how to make side missions richer, deeper and more open. Here is my suggestion, which has probably been mentioned somewhere on this forum, or in this thread, already: We pay $30 per year for a GTAV Rockstar Pass. Rockstar keeps a small crew of writers, designers and developers creating new content for the existing GTAV world, which GTAV Rockstar Pass holders can download when they are ready to receive it. This content can be new side missions, enahnced side missions, new missions series with new mission givers, more ways to accumulate money and property, new crimes or adversaries to be achieved. Keep this system ongoing - overall, it's almost like getting an EFLC every eyar, but it comes out in smaller increments and more varied game elements. The Rockstar designers probably had all kinds of ideas that they wanted to put in the game but could not finish on the original time and budget. This would give them the satisfaction of developing those ideas. It's a win-win-win for developers, players and TTWO. This would be a continuous upgrade to the GTAV world over two to three years (which may even stretch to five years) before the new consoles come out, and there is some hope and promise of the next GTA for those consoles. They could even sneak in some MMO elements over time. I would keep playing such a GTAV for as many years as they kept creating this incremental content.
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Above  |
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Soldier

Group: Members
Joined: Jul 31, 2006

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| QUOTE (saintsrow @ Sunday, Jul 29 2012, 22:55) | I agee with OP and many of the other peoples' ideas of how to make side missions richer, deeper and more open. Here is my suggestion, which has probably been mentioned somewhere on this forum, or in this thread, already:
We pay $30 per year for a GTAV Rockstar Pass. Rockstar keeps a small crew of writers, designers and developers creating new content for the existing GTAV world, which GTAV Rockstar Pass holders can download when they are ready to receive it. This content can be new side missions, enahnced side missions, new missions series with new mission givers, more ways to accumulate money and property, new crimes or adversaries to be achieved.
Keep this system ongoing - overall, it's almost like getting an EFLC every eyar, but it comes out in smaller increments and more varied game elements. The Rockstar designers probably had all kinds of ideas that they wanted to put in the game but could not finish on the original time and budget. This would give them the satisfaction of developing those ideas. It's a win-win-win for developers, players and TTWO.
This would be a continuous upgrade to the GTAV world over two to three years (which may even stretch to five years) before the new consoles come out, and there is some hope and promise of the next GTA for those consoles. They could even sneak in some MMO elements over time.
I would keep playing such a GTAV for as many years as they kept creating this incremental content. | I see what you mean but somehow it would conflict with the percentage based game completion. Basically, I think they should just make sure to release a massive game which ensures that players won't lack things to do after 200 hours of play and I'm sure they are doing this since 2008.
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ainsz  |
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Smee Smee

Group: Members
Joined: Feb 6, 2011


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| QUOTE (Above @ Sunday, Jul 29 2012, 23:13) | | QUOTE (saintsrow @ Sunday, Jul 29 2012, 22:55) | I agee with OP and many of the other peoples' ideas of how to make side missions richer, deeper and more open. Here is my suggestion, which has probably been mentioned somewhere on this forum, or in this thread, already:
We pay $30 per year for a GTAV Rockstar Pass. Rockstar keeps a small crew of writers, designers and developers creating new content for the existing GTAV world, which GTAV Rockstar Pass holders can download when they are ready to receive it. This content can be new side missions, enahnced side missions, new missions series with new mission givers, more ways to accumulate money and property, new crimes or adversaries to be achieved.
Keep this system ongoing - overall, it's almost like getting an EFLC every eyar, but it comes out in smaller increments and more varied game elements. The Rockstar designers probably had all kinds of ideas that they wanted to put in the game but could not finish on the original time and budget. This would give them the satisfaction of developing those ideas. It's a win-win-win for developers, players and TTWO.
This would be a continuous upgrade to the GTAV world over two to three years (which may even stretch to five years) before the new consoles come out, and there is some hope and promise of the next GTA for those consoles. They could even sneak in some MMO elements over time.
I would keep playing such a GTAV for as many years as they kept creating this incremental content. |
I see what you mean but somehow it would conflict with the percentage based game completion. Basically, I think they should just make sure to release a massive game which ensures that players won't lack things to do after 200 hours of play and I'm sure they are doing this since 2008. | But that's where multiple characters come in. Just like EFLC, only subscription based. You've got 100% on this character, here's your well earned reward to continue him and what's at his disposal however you please. But if you want, here's a new character to get 100% on, with brand stories, challenges and so on. Oh and also,as part of you're subscription, here's the eagerly awaited 2013 model of the Turismo, just released by Grotti for any character, for the whole game, ready for you to jack! I thrink a subscription service would be great, instead of the odd Turismo package for 99p. Something like PS Plus.
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Troll Proof  |
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Rat

Group: Members
Joined: Jun 28, 2012

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I would like to see the game extend itself through collection, trading and expanding your empire and the assets included.
I can see R* adding content and DLCs that add new cars, homes and clothes and even rare collectables, such as rare cars, posters, gas, and power ups that can be found in-game.
Imagine a GTA market connected to the Social Club where you can buy and sell businesses, cars, houses, skins, clothes, weapons, henchmen, and collectable items all online to millions of other players.
Gamers could put properties and other goods on the market, and others can put bids on what's being sold, possibly through an in game website. Even legit businesses, such as clubs, restaurants, car dealerships and whatever can be bought, or sold, or even upgraded by buying furniture through the online market.
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cousinletsgobowling  |
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Rat

Group: Members
Joined: Nov 8, 2011

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Alright I just got back to this topic and its nice to see the replies. A lot of the ideas are good. I want to talk about the multiplayer next but I'll still have a few things to say about the main storyline, in particular GTA IV. I particularly want to focus on the characters, in this case Niko Bellic. Whichever way you look at you have to agree that Niko wasn't a particularly well done character. But I feel thats more down to the plot revolving around Niko. For one thing the whole moving to Liberty City motivation was quite weak. Basically its understood that Niko moved to Liberty City cause his cousin said he would be rich and because he wanted to escape his trouble past. Then about halfway through the story its suddenly revealed that Niko knew some people who might have betrayed him back in the old country currently living in Liberty City. His motivation was now revenge. The problem is this plot turn doesn't really gel with me. Look at VC and GTA:SA. At the very start of those games the motivation is clear for Tommy Vercetti and Carl Johnson. Tommy Vercetti gets ambushed in the beginning and in SA we are introduced straight away to the main nemesis Officer Tenpenny. In IV we can't connect to Niko because we don't know his motivation yet. And the other thing was Niko was never part of the criminal underworld. I'm not sure if smuggler counts. Tommy Vercetti was from the mob. Carl Johnson was part of the Grove Street Families. In fact the only playable character who was true to that GTA crime ethos in IV was Johnny Klebitz. That guy was an absolute badass. Steeply immersed in crime and having a gang to back him up. If I could choose, I would have made TLAD the main story of IV with Niko and Luis Lopez part of EFLC. Of course I'm all for plot twists in storylines and theres nothing wrong with that but if the Housers want their games to resemble the movies that inspired them they should keep to the 3 act structure - http://en.wikipedia.org/wiki/Three-act_structure. Ok enough of that. I'll talk about Multiplayer now. Multiplayer in IV was kind of hit and miss for me. I felt that ones that didn't quite work for me was the co-op missions (Hangmans Noose, Bomb Da Base and Deal Breaker). Having people that would co-operate made the games enjoyable but more often than not, for me anyway it was the complete opposite. People would start doing their own thing. They would refuse to help you out and worse when they realise what they have to do would suddenly quit the game. Also in thinking of ways to strengthen multiplayer I would like to see an almost instantly seamless transition from single player to multiplayer. I'll give an example. In Burnout Paradise you pull up an option called 'easy drive' which would allow you to invite your friends and from there choose the event. The point with that is the screen does not suddenly go black and take you out of the game. Imagine in V your driving in your car. Your not on a mission and you fell like going online. You pull out your phone, select multiplayer and bam, no load screens. You are still where you are at that exact location. If possible you could select your online character earlier and suddenly you are that character in the car moments ago. Possible? I hope so. The other thing with multiplayer is I would like it to make an impact on the single player campaign kinda like how Mass Effect 3 multiplayer had an impact on single player. http://en.wikipedia.org/wiki/Mass_effect_3#MultiplayerSimilar to how players can level up in online multiplayer, giving you access to better weapons, giving you access to better skills like stealth, hand to hand combat, increased stamina etc. These are just more of the examples I have stated in my original topic to how to give V longevity. Keep the great ideas flowing
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spiderman3000  |
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Street Cat

Group: Members
Joined: Dec 11, 2008

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| QUOTE (JStarr31 @ Sunday, Jul 29 2012, 19:50) | | QUOTE (spiderman3000 @ Sunday, Jul 29 2012, 17:43) | | Believe it or not, I dont think there would be such a thing as "missions" anymore(bold new direction anyone?). Maybe they have a main goal of the protagonist which you have to accomplish by doing things your own way, creating your own story? |
Hmmmm...
I like what your getting at.... Maybe the protag has to accomplish a more broad set goal rather than show up as errand boy for a specific task. Example: first person you meet tells you about this corrupt organization and to be a part you must first have a set amount of cash and return more presentable. Now the players goal is the ingrain this set amount by any means, along the way, triggering random encounters, meeting characters, and exploring the city.
I'm not sure if this is s good explanation | Well, you're right. Sort of. I was thinking about having the story be ACTIVE, meaning that time is continuing to pass whether or not you do the main goal assigned to you or not, if you don't you may face consequences or may get a better opportunity. Your previous goal could be replaced with something or you may not even have any main goals until you trigger some sort of event as you stroll the city.
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CaptRobau  |
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Trick

Group: Members
Joined: Dec 11, 2011


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| QUOTE (jackass2009 @ Monday, Jul 30 2012, 06:50) | | QUOTE (Vormek @ Sunday, Jul 29 2012, 04:46) | | QUOTE (TheRedBull @ Sunday, Jul 29 2012, 11:44) | | I love your idea. And considering that the screenplay has over 1,000 pages, you might just be right. |
Source? |
He pulled it out of his ass.
OT: I'd love for the game to never end. It would be awesome. Skyrim says it never ends, but it's just people telling you to go deliver this from point A to point B and such. I hope it actually has interesting things to do after we complete the game. | http://www.industrygamers.com/news/dan-hou...star-as-pariah/http://www.strategyinformer.com/news/6130/...e-script-likelyhttp://spong.com/article/19752/Dan-Houser-...000-Page-Scripthttp://www.psxextreme.com/ps3-news/6138.html
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Miamivicecity  |
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This is the American Dream?

Group: Zaibatsu
Joined: Oct 14, 2007



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| QUOTE (cousinletsgobowling @ Monday, Jul 30 2012, 19:39) | Alright I just got back to this topic and its nice to see the replies. A lot of the ideas are good. I want to talk about the multiplayer next but I'll still have a few things to say about the main storyline, in particular GTA IV.
I particularly want to focus on the characters, in this case Niko Bellic. Whichever way you look at you have to agree that Niko wasn't a particularly well done character. But I feel thats more down to the plot revolving around Niko. For one thing the whole moving to Liberty City motivation was quite weak. Basically its understood that Niko moved to Liberty City cause his cousin said he would be rich and because he wanted to escape his trouble past. Then about halfway through the story its suddenly revealed that Niko knew some people who might have betrayed him back in the old country currently living in Liberty City. His motivation was now revenge.
The problem is this plot turn doesn't really gel with me. Look at VC and GTA:SA. At the very start of those games the motivation is clear for Tommy Vercetti and Carl Johnson.
Tommy Vercetti gets ambushed in the beginning and in SA we are introduced straight away to the main nemesis Officer Tenpenny. In IV we can't connect to Niko because we don't know his motivation yet. And the other thing was Niko was never part of the criminal underworld. I'm not sure if smuggler counts. Tommy Vercetti was from the mob. Carl Johnson was part of the Grove Street Families. In fact the only playable character who was true to that GTA crime ethos in IV was Johnny Klebitz. That guy was an absolute badass. Steeply immersed in crime and having a gang to back him up. If I could choose, I would have made TLAD the main story of IV with Niko and Luis Lopez part of EFLC.
Of course I'm all for plot twists in storylines and theres nothing wrong with that but if the Housers want their games to resemble the movies that inspired them they should keep to the 3 act structure - http://en.wikipedia.org/wiki/Three-act_structure.
Ok enough of that. I'll talk about Multiplayer now.
Multiplayer in IV was kind of hit and miss for me. I felt that ones that didn't quite work for me was the co-op missions (Hangmans Noose, Bomb Da Base and Deal Breaker). Having people that would co-operate made the games enjoyable but more often than not, for me anyway it was the complete opposite. People would start doing their own thing. They would refuse to help you out and worse when they realise what they have to do would suddenly quit the game.
Also in thinking of ways to strengthen multiplayer I would like to see an almost instantly seamless transition from single player to multiplayer. I'll give an example. In Burnout Paradise you pull up an option called 'easy drive' which would allow you to invite your friends and from there choose the event. The point with that is the screen does not suddenly go black and take you out of the game. Imagine in V your driving in your car. Your not on a mission and you fell like going online. You pull out your phone, select multiplayer and bam, no load screens. You are still where you are at that exact location. If possible you could select your online character earlier and suddenly you are that character in the car moments ago. Possible? I hope so.
The other thing with multiplayer is I would like it to make an impact on the single player campaign kinda like how Mass Effect 3 multiplayer had an impact on single player. http://en.wikipedia.org/wiki/Mass_effect_3#Multiplayer
Similar to how players can level up in online multiplayer, giving you access to better weapons, giving you access to better skills like stealth, hand to hand combat, increased stamina etc.
These are just more of the examples I have stated in my original topic to how to give V longevity. Keep the great ideas flowing |
It's for that reason why I love GTA IV's story and sets it apart from the other GTAs. The fact Niko's true motivation gets revealed later on makes it more unique. It's not hard to see Niko used Roman as an excuse to go to America. Hell it's touted a few times at the start with Niko's hesistance to talk to Roman about the war. The story didn't just change a 1/4 of the way through. Niko kept his feelings to himself until the time was right.
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mkey82  |
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Keep riding hard, son

Group: Members
Joined: Feb 14, 2008


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I really don't see how can anyone compare games with movies (as far as story quality goes) and keep a straight face. The best of games can't compare with your typical B movie flick, there's simply no comparison. There is a reason why games borrow atmosphere and plots from movies - you get to connect with the game on an emotional level that has been induced by other people content. That's practically cheating, but I seldom mind it, as long as the end product and used references build up something I may enjoy. Of course, games have one thing rooting for them - interactivity, the player factor which is not present in movies. That's also one of the biggest "faults" as it can easily break the character and cause damage to the storyline coherency. Furthermore, movies use many other factors unavailable in games to achieve greatness - actor performances, camera angles, montage. All of those are practically not available in games, games can only rely on the strong dialogue to run the story.
As for the replayability, the biggest problem here is the fact a GTA game revolves around killing and you can only kill in so many different ways. I personally dread a GTA game that offers more then a 100 storyline missions, it would most probably be rather tedious to complete for me. R* expanded the mission variety in SA, but that produced a backlash among many as people didn't like doing things that are "out of character" and of course, if you make the character do gnarly sh*t the storyline will be less coherent, there's no doubt about that. For this reason, I found SA offered a weaker storyline then VC but it provided a multitude of various things you could do. Those two factors are bound to be inversely reciprocal.
To achieve "infinite gameplay" they could introduce various mission templates which could spawn mission all over the place, however those would get quite boring really soon. Most would consist of two main operations "drive" and "kill" and you can do only so much of that. As for the nonlinear gameplay, I think we can safely say R* isn't ready to provide something like that. Not only would that be difficult to achieve, but I personally don't find the whole "multiple ending" storyline fitting for a GTA game. If those were introduced, it would make sense to break bank and go for multiple characters and intertwined storylines with some intersection points, those would probably provide for many playthroughs. And hereby we reach the final problem - games today are made for what a majority of players expect and majority of players don't even finish games, the good old attention disorder. Why make additional content most of your customers won't event touch upon?
This post has been edited by mkey82 on Monday, Jul 30 2012, 19:16
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