Grand Theft Auto Grieving Thread - Yep, I've been drinkin' again...

Favorite GTA?

  • Grand Theft Auto

    Votes: 61 2.4%
  • Grand Theft Auto: London 1969

    Votes: 54 2.1%
  • Grand Theft Auto 2

    Votes: 106 4.1%
  • Grand Theft Auto III

    Votes: 203 7.9%
  • Grand Theft Auto: Vice City

    Votes: 734 28.6%
  • Grand Theft Auto: San Andreas

    Votes: 1,032 40.3%
  • Grand Theft Auto: Advanced

    Votes: 12 0.5%
  • Grand Theft Auto: Liberty City Stories

    Votes: 74 2.9%
  • Grand Theft Auto: Vice City Stories

    Votes: 73 2.8%
  • Grand Theft Auto IV

    Votes: 654 25.5%
  • Episodes From Liberty City (The Lost & Damned and The Ballad of Gay Tony)

    Votes: 198 7.7%
  • Grand Theft Auto V

    Votes: 371 14.5%
  • Grand Theft Auto: Online

    Votes: 91 3.6%
  • My Mother's My Sister!

    Votes: 305 11.9%

  • Total voters
    2,562
Speaking of weather, have you ever noticed how cutscenes would play out regardless of the weather? Example: you start a random event in the pouring rain and the characters on screen are none the wiser. With how advanced GTA V's graphics are, it can be off-putting to see in action.
In older 3D GTA games you could throw grenades or stand near burning cars right before a cutscene and then the explosion would happen during the cutscene and no one reacts. There were a few issues in GTA:SA where you would drop someone off to end a mission on a mission marker. But if an NPC collided with you during the transition or the cutscene, the game would be unable to start the cutscene, essentially soft locking you.

Or in other cases the NPCs would move during a cutscene. And you would be locked out of your controls. And so would your NPC allies that you needed to keep alive during the mission. And right as the cutscene ended they would get run over by a car that had been driven on the sidewalk by some rogue NPC.
 
I've never really understood GTA. I tried playing it once but all the sex, drugs, violence weirded me out. It seems to just be a surrogate activity for people to act out their worst fantasies without being destructive in real life.
Yes? That's not some big revelation.

Speaking of weather, have you ever noticed how cutscenes would play out regardless of the weather? Example: you start a random event in the pouring rain and the characters on screen are none the wiser. With how advanced GTA V's graphics are, it can be off-putting to see in action.
Have you seen the RDR2 spam on YouTube where it’s people engineering goofy real time cutscenes? Things like setting a time delayed fire so the characters are talking while being nonchalantly burnt to a crisp.
 
If anyone here has a account and uses it, please tell me why it exists.
Just to fuck you over for no reason. It always prevents you to launch their game even after using their launcher until you reinstall it because Cuckstar forgot to update their launcher. This happened to me when reinstalling GTA V long time ago.
 
What are the chances a GTA 5 protagonist is going to appear? And if so, which and how?............
And what are the chances they get killed off?
Personally I bet on Michael being in GTA 6, probably filming something in Vice City/Leonida and either being a cameo or a full on mission giver.
Michael is the only GTA 5 Protag to not appear in online, both Trevor and Franklin have and Franklin even had a entire Update dedicated to him and Lamar. I don't expect Niko or anyone major from GTA 4 to appear, maybe a few minor characters and maybe, at most, Roman could be in VC.
 
Just to fuck you over for no reason. It always prevents you to launch their game even after using their launcher until you reinstall it because Cuckstar forgot to update their launcher. This happened to me when reinstalling GTA V long time ago.
Cuckstar want to be hip with the kids with their own launcher and forgot coders higher to up social credit scores can't code worth shit.

They don't have excuse like Bethesda who have been making buggy games, overpromise and scam their customers since day one.
 
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I think I might be done with GTA tbh. GTA2 and GTA3 were good, then VC and SA were the golden era for me. GTA5 despite massive amounts of content actually bored me slightly. Map too big, too much driving, dumbed down physics to make it easier for everyone, and instead of making it your own adventure too many missions felt like "playable movies". The novelty of driving around and picking up sex workers etc etc etc is well worn by this stage.

Now GTA6 we've got all this "strong independent girl power woman" nonsense as well, which isn't even anything new every mainstream game and movie since Ghostbusters 2016 has done this.

World of Goo 2 has just been announced with a trailer, now there's a game I look forward to. Fun, challenging and charming.
 
I was going to reply about the times I've had missions go easier because of rain (being able to shoot tires more easily and spin target out, waves slowing down target boat etc) but now that I think of it those aren't dynamic those were all scripted. Even in GTA V for the main story missions it sets you in specific mission parameters as the mission starts which includes the weather, like when it rains at the Lost funeral for Johnny's chapter.

It would be an interesting concept if they could do it, and I'm sure with it being set in Miami a hurricane or tropical storm will feature at some point in the storyline, or at least I hope it would. If they could add dynamic weather so that, say, fog could make a heist easier or a popup rainstorm could make for a trickier getaway, that'd be cool. My hopes were set high with games like Battlefield pushing big weather and stage effects and it's like devs just lost interest.



I've watched the trailer a few more times and one thing I am really struck by, other than the demographics, is that the body physics look fucking amazing. Like better than I was expecting even after 10 years. If the physics work like they do in the trailer it's a huge step up because the movement all seemed very fluid rather than the stiff legged jankiness that was in V.
Something along the same lines I thought would be a neat touch would be random traffic changes due to environments. Something like unforseen construction, or one lane road with a flagger for utility work, or a parade, or a protest march/riot as a random event. Maybe even have them occasionally pop up during a heist or getaway as a complication. You plan your heist, you have your getaway planned, you're screaming down the street with cops behind you and all you have to do is get to the highway and you're home free and OH SHIT! there's a funeral procession in the way.
 
Something along the same lines I thought would be a neat touch would be random traffic changes due to environments. Something like unforseen construction, or one lane road with a flagger for utility work, or a parade, or a protest march/riot as a random event. Maybe even have them occasionally pop up during a heist or getaway as a complication. You plan your heist, you have your getaway planned, you're screaming down the street with cops behind you and all you have to do is get to the highway and you're home free and OH SHIT! there's a funeral procession in the way.
GTA VI should have been set in Argentina for this. It would be fun to have a lot of low tier narco bullshit and moving your way up. There's always protests here.
 
Do you think this would be possible for a GTA game? Something I've always wondered from the start.

Currently The traffic and NPC pedestrians spawn and despawn depending on where you are and go. And everywhere else on the map nothing happens apart from necessary events. This includes things like wrecks and traffic jams you create, you leave the area then come back and find it gone. I remember trying to create lots of chaos then getting frustrated when the game decides I've created enough and despawns lots of stuff.

What if, let's say a relatively small map like VC, when you start the game traffic and NPCs are generated for the entire map, and they all move around regardless where you are. You can create chaos all over the map, then drive around the map and find your chaos still there (until emergency services etc clean everything up). That's what would take the "open world environment" to the next level.
 
GTA VI should have been set in Argentina for this. It would be fun to have a lot of low tier narco bullshit and moving your way up. There's always protests here.
!!!
With the libertarian Javier Milei becoming president today, you could justify having high levels of gun ownership and increased wealth, leading to higher populations of sports and super cars
But unfortunately that would mean a few years of development time starting now...
 
Do you think this would be possible for a GTA game? Something I've always wondered from the start.

snip
This seems like it would be a nightmare to keep track of. Even in a small map like 2002 VC. Think of how many pedestrians would be on the map at any time. I haven't played VC in two decades but don't Cubans/Haitians spawn in groups of 5 or 6? Add in the cars as well and that's got to be at least a couple hundred NPCs and make a few dozen to a hundred cars.

All these would need to be going through their idle AI routines at all times and the NPCs near the player would need to react to their actions. Have you seen GTA NPCs trying to navigate a busy intersection? Now imagine that happening all over the map at any time. This doesn't seem plausible even for modern PCs.

As for the carnage. Even if you keep track of every vehicle husk and corpse, bear in mind that generally police, government and army units are not on the map at all times. They are spawned in. An extended rampage would probably cause half-a-dozen to a dozen enemy NPCs to spawn in every minute, already adding to all the other stuff.

On final point: be honest, how often do you actually go on a rampage in GTA? How much of your overall playtime does it take up? What about the average player. Let's say all the above were feasible. It would still take a ton of development time and resources for something the player will barely see. And even if they do see it they'll likely say "huh..." and move on.

I'm sorry to be so negative. It would be awesome if the game kept better track of the player's actions. It would really give a sense of agency and immersion to the world. I just can't see it happening. I've never programmed in a professional setting, though. So take my opinion for what you will.
 
Maybe but it might be a nice touch to see if you bail out of a car or blow it up or something and come back to the same spot five minutes later they're putting the car on a wrecker or something. Steal a car and if you drive by the same spot five minutes later and the driver is talking to a cop and they point you out. "That's him! That's my car!" or hit a pedestrian and when you go back a minute later there's a body under a sheet and a news crew on the scene. It wouldn't be able to be spawned for a long time but it would be cool to see stuff is still in universe a minute or two later.
 
In older 3D GTA games you could throw grenades or stand near burning cars right before a cutscene and then the explosion would happen during the cutscene and no one reacts. There were a few issues in GTA:SA where you would drop someone off to end a mission on a mission marker. But if an NPC collided with you during the transition or the cutscene, the game would be unable to start the cutscene, essentially soft locking you.

Or in other cases the NPCs would move during a cutscene. And you would be locked out of your controls. And so would your NPC allies that you needed to keep alive during the mission. And right as the cutscene ended they would get run over by a car that had been driven on the sidewalk by some rogue NPC.
Reminds me of how odd the Yakuza games are. In the middle of in-game cutscenes NPC's will turn around and walk away instead of walk past you. It is quite odd.
 
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Maybe it might not be worthwhile do this in a GTA game, but maybe a open world environment game for this purpose could be fun.

A small open world you could drive or walk around with set NPCs and vehicles. Noone spawns or despawns except deaths or people going in and out of their homes at the start/end of the day etc. You can cause crashes and use weapons which would cause emergency vehicles etc to come (they woudn't just spawn out of thin air after a timer has passed, they would spawn at the hospital and make the journey to the incident).

Because this game (or simulator) would be built for this purpose, all the effort could be made on making it happen instead of other stuff.
 
Something I would have liked to have seen would have been either linked stories or totally unrelated stories set in the same city or interwoven stories.

1) Something like a trilogy of games set in 70s Liberty City, 80s Vice City, 90s Los Santos. Maybe make it all about one character or all of the games are about the Mafia or all of the games involve the same MacGuffin. Each of them would tell a complete story and it wouldn't be necessary to play all three, but playing all three tells a crime saga.

2) Or a single game set in one city but with three or four stories set there, kind of like how you had GTA IV in Liberty City but later had Lost and the Damned and Gay Tony also set there, but instead have the stories be completely self-contained and never touched on each other.

3) Or have one game with three or four main characters who go through a game and have occasional run-ins with the other mains as they go after a single goal. Kind of how GTAV had three protagonists, but the way I have it in mind you never switch between them. You would play the entire game as Franklin or Trevor or Michael and only by playing as all the characters and their own missions do you end up getting the whole story. That's the option that has the most replay value in my mind.

Of course the biggest drawback to any of these approaches is it would require a ton of resources and time for Rockstar to need to get out and they seem to be run on shoestring resources as it is.

The other thing they could do would be have it set up so that mission strands could be less linear. I mean, a mission can be played and depending on the result it would open up or close other mission strands. Example: instead of simply succeeding or failing a mission, suppose you need to steal X amount in a heist. If you do, it opens up follow on missions A, B, and C. If you don't instead of failing it opens up missions D,E, and F. If you fail the mission entirely by dying or being arrested or whatever, it opens up missions G,H, and I. From there all of those mission results eventually lead back to mission J but if associate Bob got killed in the process it opens up Ja instead.
 
I could maybe see it being Trevor.
If they have the strong female brown protagonist take out Trevor then i fucking *demand* this thread be locked for a couple of days, maybe create a containment one far away from here

Keep your race wars out of my damn nigger simulator

Ogg was always a fag about the role. He used to freak the fuck out at conventions when people would ask about "voice acting" and he'd get all uppity and point out it was "performance capture" and he *wasn't* a voice actor but a real actor and shit.
He was enthusiastic for it at first, it's probably the biggest thing he's ever been in, but i imagine the fandom gets exhausting, getting typecasted is exhausting. One day he couldnt take it anymore and he blew up. All he had to do was to learn to love the bomb like Ned and Solo did and he wouldve been set up for a longer time
 
It depends on how the girl takes out Trevor. If it's just a case of "GIRL POWER!" than I'll pass. If it makes sense like he's high and picks her up at the beginning of the game when she's hooking and he tries to kill her and she has to fight him (and it trains the player how to fight hand to hand and use a beer bottle or something) then I could see it or if he's the end boss of a hard mission.

Or if it's just random. Like she's driving over pedestrians and later on the news it's covered and the reporter mentions "one of those killed by the driver was wanted felon Trevor Phillips, suspected in multiple murders and armed robberies and once a member of the Michael Townley robbery crew" or something.
 
I think I might be done with GTA tbh. GTA2 and GTA3 were good, then VC and SA were the golden era for me. GTA5 despite massive amounts of content actually bored me slightly. Map too big, too much driving, dumbed down physics to make it easier for everyone, and instead of making it your own adventure too many missions felt like "playable movies". The novelty of driving around and picking up sex workers etc etc etc is well worn by this stage.

Now GTA6 we've got all this "strong independent girl power woman" nonsense as well, which isn't even anything new every mainstream game and movie since Ghostbusters 2016 has done this.

World of Goo 2 has just been announced with a trailer, now there's a game I look forward to. Fun, challenging and charming.
SA's map is pretty barren as well. The desert and all the rural places have little to no content you can interact with.

The missions themselves haven't changed since GTA 3, this is why you're likely bored. More movie elements, better graphics, same formulaic set of missions with a different cast of characters. GTA 5 supposedly has mods to make the open world more interesting, haven't played it yet myself.

More sandbox elements, parts that interact with each other and make for a fun exploration experience would be nice. However, R* drunk its own Kool-Aid a long time ago and now, with Zelnick in charge, I don't think there's a chance of this happening at all. More movie shit, same kiddie-pool-shallow crime simulator. To really get something different, another DMA Design would need to appear with a fresh approach.

This seems like it would be a nightmare to keep track of. Even in a small map like 2002 VC. Think of how many pedestrians would be on the map at any time. I haven't played VC in two decades but don't Cubans/Haitians spawn in groups of 5 or 6? Add in the cars as well and that's got to be at least a couple hundred NPCs and make a few dozen to a hundred cars.

All these would need to be going through their idle AI routines at all times and the NPCs near the player would need to react to their actions. Have you seen GTA NPCs trying to navigate a busy intersection? Now imagine that happening all over the map at any time. This doesn't seem plausible even for modern PCs.

As for the carnage. Even if you keep track of every vehicle husk and corpse, bear in mind that generally police, government and army units are not on the map at all times. They are spawned in. An extended rampage would probably cause half-a-dozen to a dozen enemy NPCs to spawn in every minute, already adding to all the other stuff.

On final point: be honest, how often do you actually go on a rampage in GTA? How much of your overall playtime does it take up? What about the average player. Let's say all the above were feasible. It would still take a ton of development time and resources for something the player will barely see. And even if they do see it they'll likely say "huh..." and move on.

I'm sorry to be so negative. It would be awesome if the game kept better track of the player's actions. It would really give a sense of agency and immersion to the world. I just can't see it happening. I've never programmed in a professional setting, though. So take my opinion for what you will.
I think you're taking this too far into realistic simulator territory. All you need is some sleight of hand and set decoration permanence to make the world believable. If old games like STALKER can mimic something similar, the most profitable gaming franchise can handle it. The problem is that nobody is going to shoot for that cult classic target, which are the kinds of games with tons of those "huh" moments. It's all about bottom lines and profit margins.
 
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