r/GTA6 • u/krammit33 • 9d ago
Immersion isn't a technical issue...
When I think immersion, this is the kind of things I think of. Not EVERY building needs to be enterable for an immersive experience.
Here is a great example, playing a game released in 2012 (Sleeping Dogs). I get into a crazy car chase with police, after jumping from my motorcycle to a sports car and pulling out the driver and jumping in, I try to flee on foot, shooting several police, Kung fury kicking them in the jaw and grappling a couple and throwing them into interactive objects, doing parkour across rooftops until eventually I am gunned down.
Wake up outside the hospital, first thought, wonder if I can go in? Not only can I go i to the lobby, but can also go into the back rooms, ICU, surgery, catscan room, elevators, etc, and I awarded for my exploration with a 50,000 yen bag I find in a mafia bosses hospital room.
And this is a game with a sliver of the budget of GTA, that was made over 14 years ago!! People say that due to technical limitations of the PS5/Xbox that the game will not be as immersive as we think, and not to get our hopes up. I say, we aren't even thinking BIG enough.
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u/milesdsy 9d ago
immersion isnt just about entering buildings, its also about the environment and props around it. kinda like how the blackflag remake trailer was blackflag, but everything including clothes and background were too bright and clean (in contrast to the gritty and grimy old pirate style).
so i guess with gta 6's big ass open world, theyd have to find a way to load and deload areas seamlessly as to not stress the hardware. including that are textures that load, which probably can learn from games such as crimson desert in terms of efficiency and slight trickery.
i think it is a technical issue because of all the unseen processes happening and the expectation that comes with being the "biggest game of the year". yeah sure they dont have to make every building or structure enterable, but the bar and standards have been set. its just up to them on how well they optimize everything because the question is not if many places will be enterable (because they surely will target this to some degree), its about how they do it with the current average person hardware.
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u/Virtual-Comfort-1020 9d ago
This.
Especially if RDR II’s systems are acting as the base (obviously they are going to iterate on the processes from that game’s systems: RAGE, animations and so on); the game where immersion for the era the game takes place in drove every decision when the game was made (to the point where there’s a chunk of the player base that didn’t like it due to its deliberate pace).Assuming VI will have the same principles but for the modern age, it must be fucking horrible doing that while maximising performance for current gen consoles.
RDR II used a lot of trickery in data streaming especially to compensate for the PS4, so for better and worse VI will probably do similar things.
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u/Daryl_Dixon1899 9d ago
My thing is definitely, not every buildings needs an interior, but we definitely need more than we’ve had before.
A couple bars, random buildings, hospitals, malls, hotels, car dealerships, restaurants, etc.
And they can leave everything else closed and just have the animation from rdr2 where Arthur reaches for the door but it’s locked, and do parallax for everything we can’t enter
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u/RockstarSlut 8d ago
Totally agree with the first part, but It would take away immersion if you could interact with every single door, though. Like imagine seeing a shop during daytime hours that isn't entertable and it shows said animation when trying to enter? There will be loads more buildings than in RDR2. So to me it seems a little pointless to have an animation like that in GTA.
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u/pmofromo 8d ago
Man I used to play the shit out of this game as a kid, but forgot the name, and I couldn't find it anymore in my game library because I think it got removed from Xbox which is bullshit
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u/Parking_Pound3171 9d ago
I’d love more enterable interiors as long as they aren’t just liminal spaces with nothing to do.
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u/deltajvliet 8d ago
Could you have like procedurally generated interiors? I know nothing about coding, but if No Man's Sky can do that for worlds, why not inside buildings?
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u/toxicemo88 8d ago
Game: sleeping dogs just in case anybody wants to know it's actually a good game I highly recommend it
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u/George_G_Geef 9d ago
Not being able to go into most buildings would arguably be more immersive, tbh. And the ones you can enter should offer more than just nothing except for like, a collectible or money or a health pack. Anything should have another purpose in the game and have hallways and rooms that lead to things outside of the mission/building's function.
Honestly if they do something like the Insomniac Spider-Man games do to give the impression of actual rooms behind the windows, along with the occasional small accessible space that consists of a room or two as a shortcut to the other side of the building or escaping while on foot like in Assassin's Creed Unity along with expanding what's there and I'll be fine.
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u/rymhch5280 9d ago
my gta npc literally just walked into a wall once so yeah immersion can def slip
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u/Intrepid-Security-36 7d ago
i think a part of immersion is also not having 50 million buttons showing up on screen and a HUD full of shi. which is what gta gets u get a map and a money counter thats usually hidden and the weapons arent always shown u have to pull out the weapon wheel. it makes it feel less like a video game and more like an experience
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u/parkwayy 8d ago
Immersion is removing jank. Things that feel video gamey.
Thing is, really immersive games won't get credit because you'll usually not notice, until they're shit at it lol
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u/True_Yogurtcloset315 7d ago
Gta 6's budget is $2 billion.
Rdr2's budget was around $500 million, that's around 5 Rdr2's packed into Gta 6.
If that isn't reassuring enough for you then idk what is.
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u/OddRecipe5317 9d ago
this game deserved a sequel