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I played the GTA5 campaign twice it was brilliant. RDR2 had a brilliant campaign. I'm not giving up on Rockstar delivering a superlative campaign and multiplay
by jeffwask 4y ago
I played the GTA5 campaign twice it was brilliant. RDR2 had a brilliant campaign.
I'm not giving up on Rockstar delivering a superlative campaign and multiplayer
- logicalmonster 4y agoRockstar has a jaw-droppingly great track record, and I can understand giving them the benefit of the doubt and having super high expectations. They're one of the few entities that has earned that respect. However with some of the trends in the gaming industry, as well as the heavier focus on multiplayer and transactions that nickel-and-dime customers, I'd personally temper my expectations about any future titles to avoid disappointment.
- bobthepanda 4y agoIn general, pre-ordering isn’t a great idea. Money is worth more now than in the future, and the quality and price of the game does not change significantly between the last day to preorder and the first day reviews drop.
- icecap12 4y agoYou’re absolutely right, I’m done preordering games. I didn’t do it much anyway, but nowadays it’s just not worth it. The most recent and egregious example that comes to my mind was the latest Battlefield. My goodness was that a turd, and lots of people felt rightfully burned after preordering that game and essentially getting a totally unfinished product.
- bluefirebrand 4y agoThis is what happens when game companies basically set their revenue targets based on preorders, and games as a product are non-refundable. It's very easy to imagine a bean counter saying "we hit our preorder target, let's cut back our development budget now, release it, and we've already basically maximized our profits on this. The state of the game industry at large is pretty gross as a result of a lot of the money incentives not lining up around building great games.
- jeffwask 4y agoThe problem is TakeTwo is a shit house on fire just like Ubisoft, EA, and Activision so it feels like the entrenched leadership at Rockstar has been beating back the TakeTwo culture but it's always a losing battle so when does it finally break. (See Blizzard and Bioware)
- conviencefee999 4y agoIt's all about financial incentives and this far down the pipeline it ain't happening. GTA Online is a multibillion dollar business, GTA V Singleplayer not so much.
- qikInNdOutReply 4y agoGames that followed these incentives to the end of the line joined the hegemonial blob though, becoming indistinct and uninteresting in the long run. Jack of all Trades, Master of None, but people will buy masters only in the longrun. And take for example minecraft, which proofed that the whole market is willing to dissappear for years on end to into a simulation were the player can tell its own singleplayer story, uninterested in any content any company has to sell. One more longterm succesfull open-source sim of that kind without online shop and half the industry is forever gone.
- Sohcahtoa82 4y agoMinecraft can be used as digital Legos, making it just as much of a toy as a game.
- wsatb 4y agoI think you're overestimating what's necessary for online to be successful. GTA V is almost 10 years old and still raking in cash from online. The focus does not need to be on online play for it to be successful, they have billions of dollars in evidence that confirms that.
- Rebelgecko 4y agoI would say that GTAV is focused on online play. A lot of the content is only accessible that way, ESPECIALLY the content added after launch. If you look through the list of new missions/locations/vehicles added to the game[1], they're almost exclusively only in GTAO [1]: For example here: https://www.gtaboom.com/gta-online-update-dlc-history/ https://www.gtaboom.com/gta-online-update-dlc-history/
- chrisfinazzo 4y agoThe basic decision to make the heists a focal point of the game - drawing on the reaction to "Three Leaf Clover" from GTA IV - was a good one, yet it did make the overall experience feel shorter. A series of three short stories as opposed to one long arc. Whereas in GTA IV, by the time you confront Dimitri on the island, I felt as if something was really accomplished and it was about revenge for what had taken place, over many years, not the just the handful of slights by a person whom the main characters got screwed by.
- cm2187 4y agoI wonder if they will be able to maintain a bad boy story line in a world where you are supposed to not offend anyone. I think they will be successful if they do, but I fear they won't and gta6 will be insipid.
- afavour 4y agoI think that’s more of a right wing meme than reality. Plenty of TV shows and movies revel in “bad boy” storylines. I think what’s changed is that people expect some actual depth in explaining the motivations of “bad” characters, but I don’t think Rockstar has ever really struggled with that, their last few offerings have had relatively well rounded narratives.
- deleted 4y ago[deleted]
- inductive_magic 4y agoYou're very free to offend anyone in the real world. "The world" is bigger than the environment curated by big tech from SV and US-media. Treat yourself to some GTA V radio shows (you'll find them on youtube), Rockstar plays the cultural meta game better than other company, they do legit art playing with the dominant political stereotypes. Rockstar are not in the market of appealing to cowards, their entire brand identity revolves around the exact opposite.
- rustybelt 4y agoGTA V came out in 2013. "The world" has changed considerably.
- inductive_magic 4y agoI can only assume you would be surprised by the contents of the aforementioned radio shows (and lots of the scripted conversations in game), because they dealt with this exact topic in 2013 - in depth and par excellence. GTAs audience explicitly wants an over the top explicit, non-politically correct product. In the last game, a main character (Trevor) was introduced by stomping an npcs brain into the ground before finding rests of it on his shoe. There is nothing pc about GTA, it takes place in a cynic take on reality that doesn’t respect the common sentimental denominator of marketing departments in the real world.