I think GTA6 will have soul like how how you can package 10000 high-risk house mortgages together and issue them as 1000000 shares to investors who can buy like 420 shares and then technically own 4 and 1/5th houses but they actually don't really own anything. Like how collecting 1,000 lost puzzle pieces doesn't mean you have a complete puzzle, it just means you have an infuriatingly bad time.
Never been interested in GTA as a concept. I played a little bit of it but never caught on. Rdr though was mind-boggling what people can achieve in a video game. I hope they can duplicate the magic for GTA 6
RDR2 was half a billion dollars to make. i doubt that they had people working on GTA6 right after GTA5. realistically they were working on porting GTA5, then splitting people between multiplayer updates and RDR2. maybe during RDR2 they started GTA6 with a very small team but they certainly would not be working with any meaningful amount of staff until RDR2 was done and also ported. who's to say this 2 billion dollar number is accurate in the first place? probably more like 800m at most.
GTA's structure just gets under my skin. The kind of open world lip service GTA offers isn't negligible because of its scale. It's that very scale that makes it problematic. This kind of game design was fine in the PS2 era where the games were clunky and all about experimentation with one foot in believable changing worlds while the other had floating weapons and jetpacks, but it was completely outdated once IV decided to go the ultra-believable route. I still really liked IV because I got immersed in the world and story, but that was in spite of its narrow mechanics, not because of it. People complained of lack of things to do, but for me, all the things "offered" in the GTA games are essentially a pause button for the damn purpose of it being open and free for extremely restrictive authoritarian level design that discourages free thinking, improvisation, and organic, naturalistic outcomes. At least the commonly criticized dull commutes could be skipped with taxis due to your infinite money, so I never got bored. And the mission simplicity didn't need creative thinking for the straight-laced crime drama, so it was okay. But not for V. Did not finish V and don't know if I will. It's just so not interesting to me to play "Press X not to die" missions where doing anything remotely interesting, creative, or emergent FAILS you. So much for that 'open' world. Especially apparent when they doubled down on "Oh shit everyone thought IV was dull with no side activities, let's add a fuckton of unengaging variety in V with minimal cohesion and, oh yeah, still doesn't use the sandbox meaningfully." Does nobody else take umbrage with this incongruous game design? For Christ's sake, THE WHOLE GIMMICK IS SUPPOSSED TO BE IT'S AN URESTRICTED WORLD. Take away the open free commute between missions, what do you got? A lame progression of half-assed checklist action setpieces. It's completely undermined by all the rigidly linear missions or minigames, which is where the actual gameplay is. Go do whatever you want. Except when you want plot or story or good writing or the game to provide structured fun instead of you making up your own with the minimum open world mechanics. I've never seen a game series straightjacket players' thinking this much. If you're lucky, maybe you'll get not just choice A, but on occasion, ooh, scripted choices A AND B. Wow! You can do anything you want! It's a façade. Want proof? Just see all the people asking for interiors. It ain't gonna happen. Not on the scale they want. If they're REALLY good, maybe they'll get like 10-30 random enterable buildings. All of them? Why would you want to go exploring inside the pretty city buildings we lovingly crafted? Don't even get me started on the lowest of the low satire. It's about as funny or insightful as a rotting corpse. For Rockstar, if there's no exaggeration, there's no comedy. It's no Onion, that's for damn sure. Just give me Streets of Rogue instead. By the time its sequel is out, the only thing Rockstar will have on it is graphical fidelity (gee, who would've guessed?) and the writing, because SoR has an excuse plot. What do people really want, besides a sandbox to dick around in for fun? A plot that can be watched in a several hour TH-cam video. But not personal stories. The anecdotes you tell of wild shit happening to you and your clever solutions. The weird combination of odd things an unstructured game encourages you to try. Endless replayability and complete lack of scripting allowing you to revel and make your own choices every second in the living, breathing, inhabited world with homes instead of a moving wax museum. That's what SoR has on Rockstar.
I was talking about people being expensive to my brother He's a big fan of star citizen, he says they get a lot of money, but you think about how they've got a lot of employees across several countries, etc etc He's upset that they're always trying to do things to get more money but they need it to keep afloat
GTA5 had a 300 million dollar budget and that was 11 years ago. Inflation accounts for a lot of it. Scope and the staff is three times the size
Also GTAV was exceedingly profitable, they're obviously going to pour even more money into this next iteration
GTA online to rockstar is what steam is to valve; a big money tap to do what they want
Thanks for the vid. Love your insights.
I thought it was funny that some headlines/twitter news reposters would just say "GTA 6 will cost 2 Billion" as if that was the retail price, lol
i think i'll hold off for a year or two and just pick it up on sale for a few hundred million
Imagine paying a game $2B
I think GTA6 will have soul like how how you can package 10000 high-risk house mortgages together and issue them as 1000000 shares to investors who can buy like 420 shares and then technically own 4 and 1/5th houses but they actually don't really own anything. Like how collecting 1,000 lost puzzle pieces doesn't mean you have a complete puzzle, it just means you have an infuriatingly bad time.
Never been interested in GTA as a concept. I played a little bit of it but never caught on. Rdr though was mind-boggling what people can achieve in a video game. I hope they can duplicate the magic for GTA 6
Yeah its 2 Billion dollar cost of development and future contents, so developing GTA 6 single player part AND GTA online for another 10 years.
RDR2 was half a billion dollars to make. i doubt that they had people working on GTA6 right after GTA5. realistically they were working on porting GTA5, then splitting people between multiplayer updates and RDR2. maybe during RDR2 they started GTA6 with a very small team but they certainly would not be working with any meaningful amount of staff until RDR2 was done and also ported. who's to say this 2 billion dollar number is accurate in the first place? probably more like 800m at most.
GTA's structure just gets under my skin. The kind of open world lip service GTA offers isn't negligible because of its scale. It's that very scale that makes it problematic. This kind of game design was fine in the PS2 era where the games were clunky and all about experimentation with one foot in believable changing worlds while the other had floating weapons and jetpacks, but it was completely outdated once IV decided to go the ultra-believable route. I still really liked IV because I got immersed in the world and story, but that was in spite of its narrow mechanics, not because of it. People complained of lack of things to do, but for me, all the things "offered" in the GTA games are essentially a pause button for the damn purpose of it being open and free for extremely restrictive authoritarian level design that discourages free thinking, improvisation, and organic, naturalistic outcomes. At least the commonly criticized dull commutes could be skipped with taxis due to your infinite money, so I never got bored. And the mission simplicity didn't need creative thinking for the straight-laced crime drama, so it was okay. But not for V.
Did not finish V and don't know if I will. It's just so not interesting to me to play "Press X not to die" missions where doing anything remotely interesting, creative, or emergent FAILS you. So much for that 'open' world. Especially apparent when they doubled down on "Oh shit everyone thought IV was dull with no side activities, let's add a fuckton of unengaging variety in V with minimal cohesion and, oh yeah, still doesn't use the sandbox meaningfully." Does nobody else take umbrage with this incongruous game design? For Christ's sake, THE WHOLE GIMMICK IS SUPPOSSED TO BE IT'S AN URESTRICTED WORLD. Take away the open free commute between missions, what do you got? A lame progression of half-assed checklist action setpieces. It's completely undermined by all the rigidly linear missions or minigames, which is where the actual gameplay is. Go do whatever you want. Except when you want plot or story or good writing or the game to provide structured fun instead of you making up your own with the minimum open world mechanics. I've never seen a game series straightjacket players' thinking this much. If you're lucky, maybe you'll get not just choice A, but on occasion, ooh, scripted choices A AND B. Wow! You can do anything you want! It's a façade. Want proof? Just see all the people asking for interiors. It ain't gonna happen. Not on the scale they want. If they're REALLY good, maybe they'll get like 10-30 random enterable buildings. All of them? Why would you want to go exploring inside the pretty city buildings we lovingly crafted?
Don't even get me started on the lowest of the low satire. It's about as funny or insightful as a rotting corpse. For Rockstar, if there's no exaggeration, there's no comedy. It's no Onion, that's for damn sure.
Just give me Streets of Rogue instead. By the time its sequel is out, the only thing Rockstar will have on it is graphical fidelity (gee, who would've guessed?) and the writing, because SoR has an excuse plot. What do people really want, besides a sandbox to dick around in for fun? A plot that can be watched in a several hour TH-cam video. But not personal stories. The anecdotes you tell of wild shit happening to you and your clever solutions. The weird combination of odd things an unstructured game encourages you to try. Endless replayability and complete lack of scripting allowing you to revel and make your own choices every second in the living, breathing, inhabited world with homes instead of a moving wax museum. That's what SoR has on Rockstar.
I was talking about people being expensive to my brother
He's a big fan of star citizen, he says they get a lot of money, but you think about how they've got a lot of employees across several countries, etc etc
He's upset that they're always trying to do things to get more money but they need it to keep afloat