While I don't care for GTA in general, I would much rather have a more dense world to explore in my games. A balloon is bigger than a brick but It wouldn't be a better paper weight... Keep it up, Crazy Man with the Funny Eyes!
the dumb distractions imo are just little tag along features there to flesh spaces out a little more. Having opportunities sitting in the back of your mind tricks your brain into thinking the worlds a little less stale and dead than it "really" is. I don't see why Arthur taking a bath is a problem. Matter of fact, i had a pretty memorable moment with that feature. It was towards the end of chapter six, I was sat looking at the turmoil the gang had devolved into and the emotional impact it had on me was so overwhelming i rode off into the snowy mountains and lived off of animals i hunted for three straight in game days. I took the time to fish, to hunt, to sit and whatever else whilst i had this little mini episode of introspection, of reflection and retrospect. It was weird because i knew the inevitably fallout of the gang was coming yet all i was really thinking about was how it was before any of this happened. After it all, i rode into valentine with mud all over my face and an unkempt, beard. I took a bath and had a shave before finally returning to the camp where the game was about to end. I wouldn't have had that intimate little moment with the game without the silly little features dotted about. They let the player project their own meaning onto events, let us create our own mini narrative, express ourselves through these devices like Arthur getting his toes cleaned. Tennis in gta isn't taking up a lot of resources so i honestly don't see how you see those small little inconsequential features as some threat to the core integrity of the game. Sure if they just jam pack it full of these then that would suck, but their track record suggests that isn't something they are going to do.
That’s the thing. I don’t care for a bunch of inconsequential features. I want purpose in every aspect of a game’s design. I don’t really get enjoyment out of taking baths or playing golf. I’d rather have time and money go into more important aspects than pseudo realism or mini games. But I do agree with what you said about rockstar’s track record. That’s why the video is more of a worse case scenario for me.
Your point about letting the player project their own meaning is absolutely valid. I loved Arthur’s story but my retrospection never came from features. It came from befriending Hamish and helping charlotte survive. That’s how the open world connected itself with the story for me.
@@AReallyCrazyMan "purpose in every aspect of the games design" is an unobtainable goal as everyones definition of purpose is different. Me and rockstar both believe these subtle features do serve the purpose of making the world feel alive just like the quests do. They all work in conjunction to make a great game, the game wouldmn't be the same without them
@@AReallyCrazyMan i think we just have differing frameworks we use to play games from, its very subjective. I loved befriending hamish, but i also loved going fishing in his old shack after he died. If i didn't have that feature i wouldn't have been able to express my emotions in game.
While I don't care for GTA in general, I would much rather have a more dense world to explore in my games.
A balloon is bigger than a brick but It wouldn't be a better paper weight...
Keep it up, Crazy Man with the Funny Eyes!
Nice analogy. Pretty much summed up the whole video lol
the dumb distractions imo are just little tag along features there to flesh spaces out a little more. Having opportunities sitting in the back of your mind tricks your brain into thinking the worlds a little less stale and dead than it "really" is.
I don't see why Arthur taking a bath is a problem. Matter of fact, i had a pretty memorable moment with that feature. It was towards the end of chapter six, I was sat looking at the turmoil the gang had devolved into and the emotional impact it had on me was so overwhelming i rode off into the snowy mountains and lived off of animals i hunted for three straight in game days. I took the time to fish, to hunt, to sit and whatever else whilst i had this little mini episode of introspection, of reflection and retrospect. It was weird because i knew the inevitably fallout of the gang was coming yet all i was really thinking about was how it was before any of this happened.
After it all, i rode into valentine with mud all over my face and an unkempt, beard. I took a bath and had a shave before finally returning to the camp where the game was about to end. I wouldn't have had that intimate little moment with the game without the silly little features dotted about. They let the player project their own meaning onto events, let us create our own mini narrative, express ourselves through these devices like Arthur getting his toes cleaned.
Tennis in gta isn't taking up a lot of resources so i honestly don't see how you see those small little inconsequential features as some threat to the core integrity of the game. Sure if they just jam pack it full of these then that would suck, but their track record suggests that isn't something they are going to do.
That’s the thing. I don’t care for a bunch of inconsequential features. I want purpose in every aspect of a game’s design. I don’t really get enjoyment out of taking baths or playing golf. I’d rather have time and money go into more important aspects than pseudo realism or mini games. But I do agree with what you said about rockstar’s track record. That’s why the video is more of a worse case scenario for me.
Your point about letting the player project their own meaning is absolutely valid. I loved Arthur’s story but my retrospection never came from features. It came from befriending Hamish and helping charlotte survive. That’s how the open world connected itself with the story for me.
@@AReallyCrazyMan "purpose in every aspect of the games design" is an unobtainable goal as everyones definition of purpose is different. Me and rockstar both believe these subtle features do serve the purpose of making the world feel alive just like the quests do. They all work in conjunction to make a great game, the game wouldmn't be the same without them
@@AReallyCrazyMan i think we just have differing frameworks we use to play games from, its very subjective. I loved befriending hamish, but i also loved going fishing in his old shack after he died. If i didn't have that feature i wouldn't have been able to express my emotions in game.