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Nearly two years since hitting the streets, the saga of Grand Theft Auto IV seems to be nearing its end. The two exclusive DLC adventures Rockstar committed to have been released, and while rumors persist that some form of additional content may be coming to the PS3, it's safe to say that things have run their course -- it's time to look towards the future.

There is no doubt that Rockstar is hard at work on a new installment for their flagship franchise. Long known for pushing the envelope with the next game often wildly divergent from the last, there's an expectation of innovation from the series.

Where can Rockstar look for inspiration? To paraphrase Pablo Picasso, “great artists steal,” and there are plenty of examples within games released in the time following GTA IV that are worthy of theft. From crafting a more convincing city to a better approach to multiplayer, here are my suggestions on how to push the next installment to a whole new level.

Saint's Row 2

Saints Row 2

Volition's answer to the Grand Theft Auto series, this sandbox franchise has placed a greater emphasis on having a ridiculously good time over creating a compelling narrative. It more closely resembles the GTA of old with an excess of needlessly crude characters and downright silly missions. But when it comes to introducing mechanics that make the game more playable, there are a couple of ways it stands above its inspiration.

The first, and most important from a realism and convenience standpoint, is cruise control. It's baffling why this feature that has been present in automobiles since the late 1950's still hasn't found its way into a game where you spend such a considerable quantity of your time driving. While it would be unrealistic to take it to the extreme Saints Row 2 does by implementing the feature on every vehicle you can pilot, putting cruise control into cars would eliminate much of the frustration of attempting a drive-by shooting or just have one less thing to worry about when weaving in and out of traffic.

Another useful feature is the more functional GPS system. Being able to get to where you want to go at the very moment you're traveling towards it is something GTA has done well for a very long time. But what about when I’m on your way to the objective I have laid out and spot something out of the corner of my eye that I'd like to take a look at later? I must either stop what I am doing and check it out right then or risk forgetting where it was while handling a more pressing matter.

Saints Row 2 eliminates this problem by allowing the player to place multiple waypoints on the map. In addition, these waypoints are numbered so you can prioritize or just keep track of what was where in your head through association with the number. The system works well, and while it may not be something I always need to use, having it available saves time and kills frustration.

Spider-Man: Web of Shadows

Spider-Man: Web of Shadows

Collectible items are a huge part of the sandbox genre and GTA has been using them forever. Find all of a certain type of item hidden throughout the city and you'll be rewarded with weapons in your safehouse and other benefits. But they're all but pointless for anyone who isn't obsessed with attaining 100% completion in the game. While many games feature these collectibles and manage to make them more attractive as a mechanic than Grand Theft Auto, the most recent Spider-Man title is one of the better examples.

Web of Shadows provides incremental benefits to the player as they collect tokens around Manhattan, as opposed to nothing in GTA. Collecting these makes Spidey swing faster and do more damage as you acquire certain quantities of the items. This gives a sense of progression far more appealing than receiving congratulatory bubble text.

While the benefits to the player's abilities in Spider-Man may not be the way to go (as GTA IV abandoned the experience-based stat system present in San Andreas), unlocking guns individually in the safehouses upon attaining a portion of the overall goal could convince me to take advantage of the feature and extend my investment in the game.

Assassin's Creed 2

Assassin's Creed II

It's clear that two of Rockstar's biggest priorities since Grand Theft Auto III have been (1) creating a world that's believable and (2) giving the player freedom to commit any act they can imagine within the confines of that world.

The emphasis on realism has grown over time and creating a city that feels bustling and alive is a strong point for the series. The problem with these "living cities" in GTA is that they come off as a bit soulless, limiting themselves to randomized dialogue and some scripted engagements between NPCs who approach one another on the street.

Any sort of interaction with the world outside of a mission instance is reactionary to the player. Police respond to crimes they've seen you commit. Civilians flee in terror upon having a gun leveled at them or fight back when punched. These put the impetus on the player to make the world react to their actions, instead of the environment directly engaging the player without provocation.

By contrast, the cities in Assassin's Creed 2 fill the streets with people who can come into conflict Ezio. Passers-by might pickpocket Ezio and give me an opportunity to track them down and take back what's his. The lute-playing bards get in his way and draw attention to his actions and I have to decide how best to deal with the minor inconvenience1. These provide a sense that the city is truly alive and would carry on its way unhindered had I never entered into it. If you’re going to make realism a priority, the goal should be to make your main character the center of the story, not the universe.

In Grand Theft Auto, this could be executed in countless ways. Anyone who has spent time downtown in a major city probably has a story about an aggressive panhandler. Why, in a city as crime-ridden as Liberty City, has GTA IV’s protagonist Niko Bellic never been involved in an attempted mugging? How can he, not once, be a witness to a random criminal act which makes him a target of violence? The possibilities are nigh endless and can make even the most mundane tasks more interesting.

This one comes with a warning, however. These events need to be applied judiciously to ensure that we’re not constantly beset by interference whenever taking a stroll down the street. What appears novel at first could quickly become an annoyance.

Borderlands

Borderlands

Players of Grand Theft Auto games long wished for a multiplayer component, a wish fulfilled by GTA IV. Somewhat. The multiplayer didn't reflect anything interesting, different from the offerings of most online games. While the Free Play mode allowing groups of players to explore and just wreak random havoc on the city was closer to what many desired, it felt a bit half-hearted, a pale shadow of the real Liberty City in the single-player experience.

The "drop-in/drop-out" aspect of Borderlands, allowing the freedom for players to join a game in progress and participate in the actual missions, is not a new concept at all but it's one that GTA would benefit from if handled with care. If I'm going to participate in a heist, for example, one of the things I'd like to do is formulate a plan all my own, put together a team of people and execute. NPC characters don't allow for that opportunity, however, and you must simply carry out the designer's plan for how things must proceed.

Sadly, out of all the suggestions made here, this is the one which resembles a pipe dream. GTA's mission structure and emphasis on narrative would make it difficult to offer players the chance to bring more people in on it, as many missions simply need to be performed solo to have the appropriate challenge level or impact.

That said, this problem could be avoided simply by making some missions single-player only and unavailable when others are a part of your game. The opportunity and desire for it is there to make this successful, provided Rockstar believes that they can effectively implement the concept.

Grand Theft Auto: Chinatown Wars

Grand Theft Auto: Chinatown Wars

Not every idea has to come from without, and the Nintendo DS adventure was an excellent title in its own right. The game has the general feel of a classic, pre-3D Grand Theft Auto, it contains a number of innovations that might have an excellent impact on a console release.

Stealing cars in Chinatown Wars can be a much more involved process than in other games from the series. Stationary vehicles have a variety of security systems that must be circumvented in specific ways in order to take control of it. While the mini-games used in the portable title might be a bit less fun to perform with a controller in hand, why not apply a simple quicktime event? If I want that really fast car on the street to escape the cops, I would expect have to do a little bit of work to get it running. And with the fuzz on your heels while you do so, the tension to get it right could be delicious while failure need not necessarily equate with death like so many examples of the mechanic.

The economic system present in Chinatown Wars is another excellent feature, one which could be brilliantly expanded upon in a full-featured console game. The drug dealing system was great fun, but why stop there? Creating fences where I could dispose of guns, valuables or other stolen goods might be a fun addition and need not even be tied to a mission type at all. Let me walk into a building, find something of value and try to profit from it.

Fallout 3

Fallout 3

A lamentable fact of the GTA IV downloadable expansions is that so much time passed between the release of the main game and the new content. Both “The Lost and Damned” and “The Ballad of Gay Tony” were excellent additions, but I suspect that most people were, as I was, considerably less interested in GTA IV after so many months and so many other games to capture our attention.

Fallout 3 handled this particularly well, I thought. None of the game's add-on content had the same sort of polish as that which came for GTA IV, but it didn't matter. Extra content was released in a window of time when the game still felt relevant and desirable. While you may be able to get away with a "when it's done" approach to development with retail titles, it only becomes harder to keep any but the most devoted fans of that game on the hook the more time you wait to release DLC.2

This is less of a mechanic than an appeal. It was a big mistake which needs to be learned from. If I am made to wait nearly an entire year for another DLC add-on again, I will not buy it. The series’ target demographic grew up taking Ritalin like they were Tic-Tacs, for God's sake. We don't have that kind of patience!

 

1 You do remember that you can throw money on the ground, right? 

2 If you want to make the argument that Valve is doing just fine with Half-Life 2 Episodes, I refer you to that statement about devoted fans and ask that you examine the nearest mirror. Come on. You know I'm right. 

 








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Conrad Zimmerman is Destructoid's News Editor and home to the busiest mustache in the gaming press. An amateur historian and pop culture fanatic, Conrad possesses a nearly limitless wealth of videogame factoids and a passion for the power of games to teach, inspire and entertain. He enjoys reading, writing and turning things which should be fun into work. Likes Mega Man 2, Arcade Games, Books about games, Board games, Having cultural interests that aren't games Meet the rest of the team



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46 comments | showing # 1 to 46
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Riegel88's Avatar - Comment posted on 01/04/2010 16:03
Riegel88
Great article! If all of these suggestions are implemented, it might be the most amazing sandbox game created so far.
Zombutler's Avatar - Comment posted on 01/04/2010 16:09
Zombutler
Fantastic article Conrad.
Technophile's Avatar - Comment posted on 01/04/2010 16:15
Technophile
Fucking stellar article Conrad. I agree on all points and adding one of my own.

I think the duality of GTA 4 is distracting. It seems like when it comes to story missions, the game wants to be all serious and heavy. When it comes to side missions or just how the character acts when outside of a mission, the game wants to be silly.

It's hard to feel the drama when 5 minutes before I started the mission I was piling cars up against the wall to blow them up with a rocket launcher.

I think they need to either go all the way goofy like they used to or at the very least, if I'm going to act like a psychopath, then let that have some effect the world and story.
socialnorms's Avatar - Comment posted on 01/04/2010 16:16
socialnorms
What about taking a page from somebody's game for shock value? The original capitalized heavily on this. Maybe character interaction should show the consequences of getting a 14 year old hooked on meth, or the positive changes a neighborhood sees after you slaughter all 112 members of a local street gang. I mean, the whole stealing and shooting stuff is obviously standard fare everywhere now.
The Silent Protagonist's Avatar - Comment posted on 01/04/2010 16:23
The Silent Protagonist
Good story, but I disagree about Fallout 3. There's just no good excuse for content getting out the door without polish. If the game is good, I'll come back to it. Not everyone is a sucker for getting the latest, greatest game being buzzed about on the forums just to keep up with others on achievements or trophies.
Jumbo's Avatar - Comment posted on 01/04/2010 16:28
Jumbo
RE Co-op missions.

I think the best way to do them would be to rip from Modern Warfare and have a kind of Spec Ops style portion of the game. Perhaps an NPC that will only give out optional multi-player missions.
taumpytears's Avatar - Comment posted on 01/04/2010 16:28
taumpytears
You forgot to add Crackdown, silly.
Mr. Leo's Avatar - Comment posted on 01/04/2010 16:30
Mr. Leo
Great article!, I'd love to see a GTA that "feels" like a living city and with online coop like borderlands!, though I never played borderlands... I want to!
Conrad Zimmerman's Avatar - Comment posted on 01/04/2010 16:42
Conrad Zimmerman
@The Silent Protagonist: Normally, I would agree with you, but ten months is way too long to keep the customer waiting. There is such a thing as over-polishing and decisions have to be made as to when enough is enough.
Holyetheline's Avatar - Comment posted on 01/04/2010 16:55
Holyetheline
I kinda feel like playing some GTA now.
John Johnson's Avatar - Comment posted on 01/04/2010 16:58
John Johnson
The one thing I think the GTA series needs to step up on is the presence of people and cars. There are always some, but in places that should be PACKED with people and cars, there is never enough to feel like you're in an actual city. Pick any fair sized city and walk down the sidewalk of its financial district at lunchtime on a weekday, and you'll get a sense of just how many people a city can hold.

This emptiness killed the immersion for me in GTA IV. They may have nailed the feel of the buildings of New York, but a city is nothing without its people, and there just weren't enough of them.
wanderingpixel's Avatar - Comment posted on 01/04/2010 16:59
wanderingpixel
A shorter campaign. The main story should be about 12 hours with the rest of it being side quests.
Jim Sterling's Avatar - Comment posted on 01/04/2010 17:00
Jim Sterling
Good article had. I'd have also added The Saboteur -- needs more French tits!
Z0L0's Avatar - Comment posted on 01/04/2010 17:00
Z0L0
less family members would be nice
Perfidious Sinn's Avatar - Comment posted on 01/04/2010 17:12
Perfidious Sinn
I could go on for hours how GTA would be better if it stole a TON of stuff from Saints Row 2, but you've pretty much covered the important stuff.

IMO, the GTAIV saga didn't get fun until Gay Tony, where they brought back the ridiculous missions that reminded me of the Saints Row missions.
Nephlabobo's Avatar - Comment posted on 01/04/2010 17:27
Nephlabobo
DLC shouldn't be part of a game in the first place, it should all be on the disc.
Mr Andy Dixon's Avatar - Comment posted on 01/04/2010 17:46
Mr Andy Dixon
Nephlabobo: DLC shouldn't be part of a game in the first place, it should all be on the disc.

NOT THIS.
Mr Andy Dixon's Avatar - Comment posted on 01/04/2010 17:55
Mr Andy Dixon
Great article, Conrad, love the ideas.

I was so disappointed when I started killing the pigeons in GTA4 only to find that they did absolutely nothing. At least BoGT rectified this by giving safehouse rewards for beating the lame drug deal missions...
ninjalegend's Avatar - Comment posted on 01/04/2010 18:23
ninjalegend
I like the polish of the GTA DLC. Other than that, what you said. Man, would I love to see those other changes in place. I hope someone at Rockstar reads Destructiod and fulfills these wishes.
The Silent Protagonist's Avatar - Comment posted on 01/04/2010 18:35
The Silent Protagonist
Also something I'd like to see GTA V steal - the statbuilding and character customization of San Andreas. I have yet to play GTA IV, but everyone who did play told me the dropped those little RPG elements I liked so much.

I also liked the Conquest element, gaining the gang territories, even though that was only there for a brief time. Where Vice City tried to do the Scareface mid-movie business-building montage in a couple minutes, Vice City dragged it out cinematically, but in San Andreas gaining the businesses and gang territory felt very meaningful.

And I 100% support bringing over the drug trade and carjacking elements from Chinatown Wars.
Ebola8MyFace's Avatar - Comment posted on 01/04/2010 18:48
Ebola8MyFace
Another cool aspect of Chinatown Wars was making police cars crash to elude the fuzz. I think to this day, I haven't played a better sandbox game than Bully. The pacing was just right, I loved the amount of interaction, and the items and clothing you discovered kept me engaged and exploring...few games do that for me. Red Dead Redemption will probably offer a sneak peak into what we can expect in the next GTA. I can't wait.
Ghost125's Avatar - Comment posted on 01/04/2010 19:22
Ghost125
awesome article indeed, being a GTA fan myself,i will surely like these changes, i know that R* will always come with something amazing for GTA, so i don't need to worry, none of the GTA´s has been a dissapoint for me, but im sure some of these points will make it more enjoyable,especially the collecting item stuff, renember in SA were you can collect 4 types of items, and each one give you a different price when you get them all?, tags, photos Ops,horseshoes and the Oysters, it was a little challenge collect them especially since they were in different cities ( las venturas, los santos, san fierro) but it was a funny experience, im sure R* dind't implement this coz LC is too small, same reason of why they dind't put planes there
manasteel88's Avatar - Comment posted on 01/04/2010 19:45
manasteel88
fix the driving mechanics...steal it from GTAIII
Tarvu's Avatar - Comment posted on 01/04/2010 19:46
Tarvu
Damn the Multiplayer in GTA4 was badly included, and it was a shame because the gameplay itself was fun.
marktime's Avatar - Comment posted on 01/04/2010 19:48
marktime
There is nothing I hate more than being forced to find dozens of objects for no reason. Screw you Assassins' Creed 2, no I don't want to go looking for those 5 codex pages I ignored, but you forced me to find so you could pad out my play time. Die.

The next game in the GTA franchise needs to commit to one of two styles. The first is the Vice City over the top satire which is fun and surprisingly interesting. Their utter commitment to this style led to one of the best games of the decade. Or they actually take the serious route, which they seemed to be afraid to do with GTA4, and lead to a tonally confused mess, trying to include both broad satire and deeper themes which both fell completely flat. I'm convinced that the writers cannot handle a mix of both, so I think the series would benefit with one or the other.
the7k's Avatar - Comment posted on 01/04/2010 20:13
the7k
Games like The Godfather II and The Saboteur - while being obviously inferior - actually made me feel like I was affecting the world around me. Grand Theft Auto IV did not do this. Make me feel like I'm a part of the world, not just a person watching from the outside.

I also always pray that Rockstar will eventually rip themselves off by bringing back GTA2's ability to switch to any gang at will. Imagine if in GTA4, you could turn on the Peg at any time? Imagine if you actually tried to stick with the Russian mob? Imagine if you tried to join the rarely seen Triads? It could add a load of depth and replay value. Part of the reason I loved GTA2 so much was because there were so many gangs to join - and betray.

I also want to see procedural generation. While I liked a lot of the characters in GTA4, they were still forced on me. Imagine if I could just bump into any character in world, and add them to my crew. As I spend time with them, doing whatever, the game procedurally generates a backstory/character traits/etc. Then, when something happens to them - like they get held for ransom by the main antagonist - I might give a shit, because I've spent a lot of time essentially building up these formally generic NPCs. I'm sure they could do procedural generation in other areas too, such as with the storyline, rival gangs and maybe even the entire map if they were ambitious enough.
Sir playedallot's Avatar - Comment posted on 01/04/2010 20:53
Sir playedallot
I would like to see a survival sandbox 'I am legend' in a city that could be destroyed permanent(depending on the power of the weapons) to make natural obstacles. Also everything is narrow, the amunition, the food, medicine. This would force the players to explore the city or starve to death in his hideout. Players could choose his own hidouts where he can barricade himself or just stockpiling everything he needs like a little hamster

-The plague spreads in realtime first caos in the streets then its getting silent more and more day by day

-search the desperate city by day for !non respawning! amunition/weapons, hide and baricade by night in your self found and equipped hideouts

-Searching subways, stores, police stations, hospitals, apartments for !non respawning! food, medicine

-The player has to able to pick up things with his hands or at lest move it like torn out doors, chairs, tables to make obstacles/barricades himself.

-Everything must last the way the player leaves it. You destroy a door or break down a wall its permanent till you start a new game. with this the city would feel much more believable. Even if this would mean the players could create a dead end. Would teach to be more careful with what you have
Autumn's Avatar - Comment posted on 01/04/2010 21:34
Autumn
playedallot... that is a wicked idea! Kind of like 28 Days Later meets Left 4 Dead meets S.T.A.L.K.E.R.

I dig it.
Vhaius's Avatar - Comment posted on 01/04/2010 22:43
Vhaius
The only thing I disagree with is the DLC, I prefer the built from the ground up DLC that could last 3-5hrs, or with the Ballad of Gay Tony 10hrs. DLC that seems rushed, which seems to only extend your play time by collecting damned ingots doesn't appeal to me. I did enjoy all 5 Fallout 3 add-ons, but don't get me started on See the Future for Fable 2.

@taumpytears - Games AFTER GTAIV was released.

@Sir playedallot - Brilliant idea, I'd loved to see that idea with other players; you'd have to work together to survive by over coming difficult obstacles like a large group of infected, or crossing that large chasm that separates you and the others from the hospital, with option to betray them afterward or anytime. An open world Left4Dead.
Dan Sivan's Avatar - Comment posted on 01/04/2010 23:56
Dan Sivan
1 - You do remember you can gently push people aside ?

Am I the only one who didnt have a problem with bards ?
Dan Sivan's Avatar - Comment posted on 01/04/2010 23:58
Dan Sivan
..... I find this article presumptuous and over ratted !
Conrad Zimmerman's Avatar - Comment posted on 01/05/2010 00:21
Conrad Zimmerman
@Dan Sivan: I have no problem with bards. I throw money on the ground. Hence, why I suggested that people throw money on the ground.
nebones's Avatar - Comment posted on 01/05/2010 00:22
nebones
Awesome article.
Caffeine Knight's Avatar - Comment posted on 01/05/2010 00:59
Caffeine Knight
Conrad - "This is less of a mechanic than an appeal. It was a big mistake which needs to be learned from. If I am made to wait nearly an entire year for another DLC add-on again, I will not buy it. The series’ target demographic grew up taking Ritalin like they were Tic-Tacs, for God's sake. We don't have that kind of patience!"

So, I take it you're not buying Half Life 2 : Episode 3 then? Quick DLC is not always a solution. By postponing it for a longer period of time you build up hype for it. Also, when DLC comes out extremely fast for a game I feel as if it should've been included in the first place. You honestly can't tell me that developers aren't making/completing DLC at the same time as the regular game and then releasing it later on as DLC to get more money from the consumer.

It really just depends on the game and how bad people want extra content to determine whether or not a quick DLC deadline is the best idea.
Conrad Zimmerman's Avatar - Comment posted on 01/05/2010 02:16
Conrad Zimmerman
@Caffeine Knight: Did you not see the notation comment directly referencing Valve? Freaks of nature, they are. The exception.

Don't misunderstand me. I'm not arguing for slamming shit together and racing it out the door. There are other solutions, like making sure that DLC is part of your plan from the beginning. The thing that you loathe is something that I'm actually going to endorse.

I'm not of the opinion that concurrently developed DLC is something that I should get on the disc. What I pay for when I buy a game is that game. If I feel satisfied with my purchase, I might consider additional content if I believe it to be a good value for the extra cost. If I'm unhappy with the game or think the DLC not worth the money, I just don't buy it and might consider not buying other products.

It makes excellent sense from both creative and fiscal perspectives to try and apply some resources towards add-on content while your primary release is still in development, especially if you're a proven title like GTA that knows it's going to be able to push additional material.

And, no, I'm not going to buy Half-Life 2: Episode 3. It has absolutely nothing to do with how long it's taking them. It's just that I don't like Half-Life.
Jaffacakelover's Avatar - Comment posted on 01/05/2010 05:29
Jaffacakelover
A little of the AC2 stuff was already done: In San Andreas, there would be high speed pursuits between cop cars and someone other car. In GTAIII, I got carjacked. GTA1 had muggers!
Have they taken all that stuff out of GTAIV?
I wish they'd put tons of costumes/haircuts in, along with the PS2 GTA car handling. Both were poor in four.
Wintersocks's Avatar - Comment posted on 01/05/2010 11:09
Wintersocks
Quality write-up.
KyleGamgee's Avatar - Comment posted on 01/05/2010 11:40
KyleGamgee
Great Article.
I've always wanted to try a GTA.
icu's Avatar - Comment posted on 01/05/2010 14:56
icu
I enjoyed this thoroughly - teach a dev to fish. The only thing you're missing is the ability to smash the buildings down with a sledgehammer ...

@KyleGamgee you most definitely should, but I would recommend starting with San Andreas unless the "Gangsta'" motif turns you off then perhaps give Vice City a try.
HOLY TACO's Avatar - Comment posted on 01/05/2010 15:41
HOLY TACO
I have no problem with DLC coming later on. I like the idea of DLC actually being worth it like Ballad of Gay Tony, and if they want to put time and effort into expanding the universe by all means go ahead. It was basically a new game for a fraction of the price. Bethesdas DLC was buggy, depending on who you talk to it would've been better if they cooked it a little longer. When you're just throwing DLC out early after development it's too often fucking shite, like Prince Of Persias or The Force Unleashed.

Great article though, just my opinion on that portion.
gildedlink's Avatar - Comment posted on 01/06/2010 16:15
gildedlink
the points are all great except the last one. Fallout's DLC works in an entirely different format. GTAIV has to include hooks with Liberty city, including the continuum with other characters, whereas Fallout just includes its DLC as radio transmissions, etc that're disconnected from the mainland. I much prefer rockstar's way of doing this, it makes a lot more sense and keeps the city feeling alive as opposed to games with disconnected DLC
E Daniel Esgate's Avatar - Comment posted on 01/07/2010 12:24
E Daniel Esgate
Good article. Very true too. If the Saints Row series got a haircut and a job, it would more than likely overtake GTA. I have so much more fun in SR2 than GTA IV now. The controls are more natural, the idea is to have fun... instead of painting a too brisk illustration of crime syndicates.

Best Review of the game: http://www.escapistmagazine.com/videos/view/zero-punctuation/312-Saints-Row-2
odyessytyler's Avatar - Comment posted on 01/24/2010 16:25
odyessytyler
fallout 3 is fucking awesome! anybody say's it's gay i'll come to there house and fucking beat the shit out of them got it??
huntermc's Avatar - Comment posted on 01/28/2010 14:28
huntermc
I'd like to see them add some kind of garage mechanism in the game, like whenever I take a stolen car to my garage, I can customize it and later select that car to drive later. It might actually make me feel like I have ownership over some of my favorite vehicles instead of just grabbing a disposable car off the street to take to a mission, because I know it's not going to be there when I get back. Also, does anyone ever use the car wash feature in the game? I mean, who really gives a shit if a car you're going to drive for five minutes before ditching is dirty?
Silky24's Avatar - Comment posted on 02/01/2010 09:39
Silky24
Great article. On the subject of the feeling of realism, without wanting to sound like a total thug, I think windows and doors in somewhere like Liberty City should all be able to be damaged, opened or smashed up if you drive a car into it or interact with it with weapons.

Nothing kills the realism for me like a distant shop or cafe shop with good lighting and a realistic looking pseudo-interior becoming on closer viewing just another invincible flat texture map.

Obviously it is asking too much to model the entire interior of each and every building in Liberty City, and that extra processing power and memory if available could be used for greater and more important things, but as a compromise I think most ground level facades should be partially 3D modeled and able to be damaged to some extent depending on the sort of place it is to give the impression that it's a real living breathing environment.

It's so easy to look at a finished product like GTAIV and comment on what could be added to make it EVEN better, but it goes without saying Rockstar do an amazing job of pushing the boundaries to date, so thats just my bit of input above which I hope makes it into GTAV or whatever's next... Right im off to ram-raid tescos in a stolen vauxhall carlton
quased's Avatar - Comment posted on 02/05/2010 08:38
quased
Quicktime events = Bad
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Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!