this post was submitted on 11 Aug 2026
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This is why gamers will continue to be screwed by the industry.

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[โ€“] Weirdfish@lemmy.world 6 points 1 day ago (1 children)

Ok, I'll bite. I've been a fan of the single player games since III.

As someone who learned programming and 3D graphics modding games, the series has always been special to me, and pretty directly lead to my career.

What makes these games special is that Rockstar develops their own in house game engine, and has the money and staff to take the time and do it right.

From what I've read and watched about this new engine, they are doing things so far beyond what any other company has invested in, that GTA VI is going to redefine what gaming can be.

While everyone else is on the Unity and Unreal band wagon, pumping out clones of systems everyone else is making, Rockstar is creating new low level technology to build a truly reactive, immersive environment.

Will they create a GTA Online that just milks money out of micro transactions? Sure, they will, be stupid not to.

But, I am honestly excited to see what kind of single player simulation of a living city they are able to produce with 13 years of development.

Did I buy the $100 premium version? No, I will never preorder a game again after Cyberpunk, but if the reviews are good I'll drop $100 dollars on a game that I'll easily play for 500 hours

[โ€“] yakko@feddit.uk 1 points 1 day ago

Okay, that's worth knowing. It sounds ambitious, but for me a large game-as-simulation usually makes me think of Bethesda's house style. Which is to say, treating everything as a toy rather than writing you into a story, in a way.

It'll be interesting to see how GTA VI avoids the (what I see as) pitfalls of Bethesda's way of thinking. Can a sufficiently advanced simulation take the place of a writing staff? Caveat - I know GTA VI will have some amount of a script in place, I just tend to notice that simulation style game design seems to prefer to create gameplay experiences dynamically through the environment, rather than through pre written story supported by gameplay elements. Games like this want your experience to be defined by interactivity, which necessarily deemphasizes the scripted aspects of a game.

It's equally interesting to hear that there's still a value proposition in creating your own proprietary game engine, rather than modifying the existing offerings. I'm a little against it as I'd prefer see more work done on open source like Godot, but I won't dig in my heels about it because I know not every project is suitable for that sort of thing. It would be great if they could license out their engine to other developers at some point.