GTA 6 Confirmed
ign.com
ign.com
> Many of you have been asking about a new entry in the Grand Theft Auto series.
> With every new project, our goal is always to significantly move beyond what we've previously delivered. We're pleased to confirm that active development for the next entry in the series is underway.
Next one after that: https://twitter.com/RockstarGames/status/1489617781347831812
> We look forward to sharing more as soon as we are ready, so please stay tuned to the Rockstar Newswire for official details.
> On behalf of our entire team, we thank you all for your support and cannot wait to step into the future with you!
Nopixel[0], a roleplay-focused modded GTAV server built on the FiveM framework[1], has absolutely exploded in popularity during the past year. Many of the most popular streamers on Twitch are active on this server. Cumulative live viewership of these streamers is in the tens or hundreds of thousands at any one time. Looking at the top live GTAV streamers[2], almost all are playing on Nopixel or some similar GTARP server.
Rockstar is notorious for being hostile to modders. Since Nopixel has become such a phenomenon recently (and a huge cash cow for streamers and streaming platforms) there is a lot of talk among the GTARP community about GTA6. There's speculation about whether Rockstar will continue to turn a blind eye to modders, lock down their software even more, try to go after modders legally, release their own competing RP platform or something else.
As an aside, I'm somewhat surprised I've never read any discussion about Nopixel on HN before. I started by watching one popular streamer try it a year ago and gradually began watching several Nopixel-only streamers when I get the chance. It's goofy and rough around the edges, but there are wildly creative and entertaining people involved. It feels like I've been watching a novel form of entertainment emerge in the course of a year. In a certain sense, it feels more like the "metaverse" than any thing I've seen recently advertised as such.
[0] https://nopixel.fandom.com/wiki/NoPixel_Community
[2] https://www.twitch.tv/directory/game/Grand%20Theft%20Auto%20...
edit: clarified that Nopixel is a server built on the FiveM framework
If there is a GTA6 online, which there will be of course, then they would be very stupid to not build in all the functionality used on RP servers today. The worry is that they will overly focus on mechanics and economy which somewhat work against role playing. If they have a way for players to be cops or EMS or mechanics or car salesmen or shopkeepers then they're set.
The reason I call out Nopixel specifically is that server' recent prominence and popularity may affect Rockstar's plan for GTA6. For better or for worse, the Nopixel brand has moved GTAV modding towards the mainstream and that has the potential to affect all future modding.
I'm pretty much in agreement with your predictions and concerns about RP in GTA6, I think this is a widely shared view. In addition to your concern about mechanics overriding RP, I would also say that (from my view) RP seems to be most successful when mod devs and admins are closely integrated with the community and able to tweak/add content to prevent things getting stale. It's very hard to see how that could happen with Rockstar administering RP servers.
I used to host dedicated game servers back in the day when that was a thing you did. Most servers had custom variables set for all sorts of stuff: health, gravity, respawn time, etc. All of these sorts of settings exist in GTA, and Cyberpunk, and Halo, and so on. It's up to the developers to expose them.
It seems perfectly reasonable to me, and likely you, that Rockstar could charge to host a private server, provide admins with all the knobs and levers they could dream of, and even provide access to scripting and resource primitives that modders will figure out how to access anyways. But they probably won't.
If they were really smart, they'd just buy FiveM, and have GTA6 ship with paid modding support.
My girlfriend currently is addicted to GTAV role play. GTAV RP is huge and very popular with women it seems.
But regarding GTARP: I've never seen so many female players in one game. On some servers it's roughly 50/50 split between men and women. (Most servers have the rule that you need to play a character of the same sex you have in the real world).
I believe GTARP is The Sims on Crack (or Cocaine or whatever the gangs are trading there).
But as this is mostly role play I don't see why gender fluidity should be a problem.
I wonder why. Mods have been a part of GTA for so long. Why can't they just embrace it?
Mods are great for players and the most dedicated fans, thou.
>>> It feels like I've been watching a novel form of entertainment emerge
Had the same sentiment. Meta merger of Hollywood and Vinewood incoming, that is: some streamers are becoming improvising actors, some dialogues might be pre-scripted and rehearsed today.The rules try to foster an environment where players act in a somewhat realistic manner, valuing their own life, yet the game design acts in completely opposed to this; get killed and you respawn at the nearest hospital without consequences just like in single-player.
An example; some characters were holding a funeral for another character. (consensus among the players had emerged that this death was 'real', as opposed to just being a normal 'respawn'). Some popular streamer turned up and suicide-bombed the funeral for laughs, sending bodies flying in every direction. The next hour is spent on meta-debates about if this suicide-bomb attack was canonical, only canonical for the bomber, or should be ignored and considered as never having occurred. The whole shitshow could have been avoided if the game design was in service to the server's objectives, e.g. when you die your character is perma-dead, instead of leaving that determination up to interpretation of the server's rules.
That being said it’s probably GTA6. I’m hyped.
I’m surprised they don’t make an MMO or free to play game already. Don’t those make more money?
A traditional "Half-Life 3" was never going to live up to the hype, the only hope for the series was something offering new experiences - and a game becoming the poster child for VR gaming seems pretty successful.
People don't want "Half-Life 3". They want "Game-that-makes-me-feel-like-half-life-did". A standard M+Kb FPS isn't gonna do that anymore, they're well, standard.
I disagree. Sure there are tons of FPS games out there, 95% are multiplier focused and have minimal to zero story, and it was the story that people remember from the Half-Laife series IMO.
Alyx was/is fantastic and really shows what it takes to make a VR game, everything game system wise "just works" and feels natural (on an Index at least), and the story was fine. Sure it's not HL3 but it's a good game in the HL universe.
I think the problem with HL3 is that no matter what they deliver large chunks of people will be disappointed and Valve have zero need to release anything ever again so there is no pressure to even try.
They definitely missed the boat on releasing it though, or maybe <wishfulthinking>they're holding it and Portal 3 as Linux exclusives for when M$ steps too far</wishfulthinking>
The Mandalorian doesn't do anything new. It puts you back in the Star Wars universe of the late 1970's, with a compelling set of characters, environments, and scripts to match. That's all a new Half Life (or Portal) game would have to do.
I would not want to have a HL3 that relied on "DAE Glados? DAE Team Fortress Hats?", and I really, really respect Valve for not doing that.
While it's set in the SW universe and has lots of references I probably don't notice them over obvious things like major characters showing up. For me it's a perfectly fine show, nothing groundbreaking but definitely above average.
it doesn't really explain why hl2:ep3 never happened, despite having a mature engine to develop against. I think people would be a lot less upset if a "standard m+kb" ep3 that didn't end on such a cliffhanger had been released sometime around 2010.
I'm in my early 20's, and have never played HL. I suspect that's not super nonstandard.
So I agree. It should've been released, but they missed the boat, and now we all have to live with it.
But I agree that it doesn't sound like San Andreas VR or something like that.
GTA Online is F2P in every way apart from its bundling with a retail single-player game. It's a full-on live service offering with events and an economy built on in-game currency that can be purchased as IAPs.
Many speculate that GTA Online's success is the primary reason Rockstar hasn't focused on a new single-player GTA for most of a decade.
Red Dead Redemption 2 was really great, I wonder what they'll do for GTA6.
Paperclip maximizer goes brrrr
GTA used to have a lot of 'interim releases' or what have you, that were like their own game based on the same engine.
Ballad of Gay Tony, Lost and the Damned, etc.
Just look at the release history on the wiki[1]. They were churning out releases of some type nearly every year, then nothing since 2013. That's what these microtransactions and IAP online lead to :(.
[1] How vehicle damage was implemented (Erwin Coumans, creator of Bullet physics who also helped R* develop the physics of GTA, shared this email from R* North): https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=16852#p16...
[2] "The Sound of Grand Theft Auto V": https://www.youtube.com/watch?v=L4GuM15QOFE&ab_channel=GDC
[3] "Environment Design as Spatial Cinematography: Theory and Practice": https://www.youtube.com/watch?v=L27Qb20AYmc&ab_channel=GDC
https://www.trustedreviews.com/news/gta-5-now-profitable-ent...
Or you do something like most MMO's and do a subscription. I would (generally) rather pay an honest subscription then have free players be subsidized by MTX.
What's the difference between paying $10/month and buying a $20 skin every 2 months?
But I also very very rarely buy skins. I used to play a lot of Overwatch and spent $0 on skins and loot boxes. I've played countless matches in League of Legends (There used to be a way to see how many matches you've played, but I can't find it), and spent ~$50 in skins.
If either of them were a monthly charge, both would have received $0 from me.
I don't believe it's the team. Blizzard has a track record of abandoning perfectly good games (although I'll grant Overwatch was uniquely difficult to monetize).
SC2 is a great game, too. They even dabbled in paid story DLC with Nova's mission pack, which was cool, but then they fell back to only developing co-op commanders for people to grind co-op content with instead of making more cool story DLC. And they've even stopped making co-op commanders now (people probably got tired of grinding through the same handful of scenarios).
Diablo 3 had one (desperately needed) expansion and one class DLC, but since then have cycled through a carousel of "seasonal" content, with only cosmetics and some mechanical adjustments, no new gear.
Basically, they have these games that absolutely could be platforms for more ("healthy") things to sell and at the same time prolong the lifetime of their games, but for whatever reason they don't sustain investment in them. My hypothesis is it's because Hearthstone is better from a strict ROI perspective, but I don't know that for sure.
> I don't know how you maintain a game like Fortnite (or GTAIV) with just a $60 one time purchase.
Games like Hollow Knight or Minecraft that are one-time-purchases sustained further development through market saturation. Every free DLC increased the value proposition for people who hadn't purchased yet. In traditional marketing, you'd sell your game for X, realizing there's an audience out there that will only buy at X-10 (or whatever), so after you sell at X for a while you apply a discount to reach that audience too. What Minecraft and Hollow Knight have done is sort of the inverse of that (in addition to traditional discounts, at least in the case of Hollow Knight): increasing the value for the price so if the base game at $20 is a questionable deal, the base game + free DLC at $20 draws in people who were on the fence before. Even though the DLC is free, the company still makes money on it.
That said, those games don't incur server costs for the company. Once server costs get involved, people want higher ROI to offset them.
What's unique about Hollow Knight or Minecraft is that they are either 2D, or low detail enough where they can be reasonably maintained by a small team.
A game like GTA or Overwatch could have voice actors, motion cap, animation teams, detailed 3D models, maintained servers, in-game events; the list goes on, it's not just server costs. My point is, it's unreasonable to think that something like that can be maintained by a $20 DLC, and worst still DLC is only enjoyed by a small portion of the player base.
That's a low bar to compare to. Pay to win is simply not a game anymore. It's just paid gratification.
Source: https://venturebeat.com/2021/11/03/take-twos-bookings-grow-3...
Minecraft is number 1. I'm surprised GTA V beats Tetris though, pretty wild.
https://vgsales.fandom.com/wiki/List_of_highest-grossing_vid...
The dark exaggerated story might somehow create a world where it is ok to, I don't know, shoot your way through that casino for robbing the vault or whatever, yet at the same time completely fail to construct a similar excuse for all the things the player character does to non-story NPCs. In the crude worlds of earlier GTA that was limited to the radical things like carjacking and all that pedestrian killing, but those were so crass that they defined that dark world. With increased fidelity however, it extends to a very long tail of bad behavior like blocking the bike lane with the getaway car. And for those subtle things, the excuse of "dark, humorous, twisted" just doesn't work out. It might, if the subtle things were the focus of the game (e.g. in a port of the mechanisms of untitled goose game from annoying waterfowl to annoying socker mom suv) but in a GTA they cannot be more than backdrop.
Truth is much stranger than fiction these days: https://www.youtube.com/watch?v=Q-A4VrEUyyI
Before, it was mainly concerned parents (think of the children!)
Now, it's PC babies (South Park ref. that concerns the same phenomenon) complaining / cancelling
I wonder how interesting it will be. Handcrafting stuff for a yet bigger world is always more difficult and time-consuming, and the difference between things to do handcrafted with care and procedurally generated busywork is night and day.
But if they want my money, they'll have to stop filing silly DMCA requests and open up the source at some point in the future (like ID did).
On the other hand Rockstar is incredibly hostile towards modders and what they did with the "remasters" is a joke. So I'll just torrent it, and maybe buy it if they show any change of heart.
Seriously, this karma system just made no sense.
I hope they don't make the same fractured-platform launch that they did on V, and fully bake the online play before releasing it.
Could anyone into the scene link a "state of the art" example?
IMO, GTA IV 1.0.4.0 actually looks better when done properly. https://external-preview.redd.it/MjjuKj_N4Rn6jyXjZc5ikVk_N3m...
So yes, textures and some lighting effects are impressive, but not even close to real thing. It would be easier to do a sunny weather.
For me, these types of modeling issues are the biggest things that are standing in the way of "photorealism". Another common thing you'll see in a whole bunch of video games is grass or plants that are all "waving" in the wind, but they're just playing the exact same animation, just slightly offset. It looks great when its in your peripheral vision, but as soon as you look directly at it, it becomes noticeably artificial.
I really don't think it's some kind of bizarre counter-intuitive business decision, I suspect it's just wild mismanagement, a failure to take advantage of an eager audience.
I don't want annual GTA games, or Ubisoft style sequels. But 10 years is far, far too long.
Can you believe they are still cashing in on WoW and tried to make a cheap Diablo remake on mobile?
> But 10 years is far, far too long.
Well, I would be happy to accept Diablo 2 + D2 LoD + "new 6th module" in 4k.
But the execution felt boring as hell. From what I understood, late-game combat is basically rock-paper-scissors. Early-game combat is just telling your ship to maintain a specific distance and auto-firing your weapons then going AFK for a couple minutes.
This video sums up how Eve felt to me: https://youtu.be/4c6jafaiPh8
You need a place where life is very car focused, but also has strong gun culture, excess wealth and cops that will chase and viciously shoot you to death or just plain beat the shit out of you.
Really it’s hard to imagine a modern GTA could happen anywhere else besides America.
Having played AI dungeon, I don't think we're there yet.
But perhaps GTA is a bad fit for this kind of innovation.
If you're going to generate them at runtime on the other hand, you need to seed it so in a multiplayer game everyone has the same tree (in case it has a hitbox or whatever), and you don't want to risk having crappy looking trees in important locations if that's just the one where the model didn't work so well.
Procedural generation of trees has been available forever, it didn't take ML to make it work, and it's generally not been considered worthwhile
If you think this is interesting, all of the Spiderman GDC talks by the various staff of Insomniac Games are S-Tier.
https://www.reddit.com/r/GTA/comments/qs22ee/this_is_unforgi...
The idea that they hacked a bunch of ML models together to do that instead of just outsourcing it doesn't hold up to muster.
Software suites like Houdini, which is something of an industry standard in VFX and gamedev can potentially leverage ML techniques. AFAIK the folks who make Houdini have talked in the past about using ML to improve their terrain heightmap modelling, improving the quality of the erosion etc...
The real value add with using procedural tools to automate creating parts of large worlds (eroded terrain, placement of foliage according to rules) is that it frees up artist time to focus on hand crafting individual locations and detail into the map.
There is an interesting talk from Ubisoft which talks about how they leverage tools for building their large worlds https://www.youtube.com/watch?v=NfizT369g60 (slides: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/pres...)
I eventually figured it all out, but I vowed to never touch a Rockstar game again.
But GTA 5 for me was a soulless, awful game with horrible writing and two-dimensional main characters.
The visuals were great of course but the driving became more "realistic" in a bad way. Prior to this driving was comical, almost cartoon-y. Like you could blow up your car by having a half dozen fender bumps. Once in GTA 5 I took a bus and tried to see how far I could make it doing a loop of the island on the wrong side of the road. I completely made it without my bus blowing up. Easily. Like WTF?
This led to some comical situations like in San Andreas I'd sometimes get bored and go to Las Vegas highway interchange where you could create a massive car pileup and then blow up one car to make a giant chain reaction of explosions.
The TV and radio tracks of earlier releases were legendary. IIRC GTA 3 had repeated ads for a video game where as Pogo the Monkey you had to break into the Whitehouse and kill the president. Lazslo as a common radio personality was hilarious.
I finished the main story line of GTA 5 and have never played it again, something I couldn't say about any previous title. I just don't care about it at all. I have no nostalgia for it.
I really hope GTA 6 turns this around somehow.
GTAV they went with second rate actors and writers, and it shows.
The other thing is that the core mechanics haven't meaningfully changed. There's only so many times I can steal a car, drive recklessly and evade the cops before the experience is played out. I don't get excited about doing the same thing again with refreshed set decorations.
i “played” the recent matrix awakens unreal 5 tech demo and boy i really miss just driving in a huge open city.
hopefully this announcement means the new gta is not too far off so that marketing can start at some point soon (and then last for another one-two years).
It is visually striking and quite immersive until you start driving. Physics in games still feels really, really, far from real world physics. Even in very recently released games, physics are awful.
As an example, in Halo Infinite, all the vehicle bounce around like they are made from Styrofoam especially when you "flip" an upside down vehicle. I'm sorry but an 8k pound armored truck isn't going to act like that in the real world.
I wish game engines would put some effort into making games FEEL real more than just LOOK real.
“More realism” doesn’t equal “more fun to play”. Games engines are capable of realistic physics (look at the simulator and racing genres, for example), but that’s not what people want out of a game like Halo Infinite.
A criminally (ha!) underrated game with a cult fanbase.
Trying to introspect on it I believe GTA 5 character acting is just a few orders of magnitude better.
It’s more like an episode of South Park than a sandbox car-crash-simulator.
The next Red Dead is confirmed, it will make money and look amazing.
There will be another Bully.
Hell I’d even bet on another Manhunter and Table Tennis.
I just don’t get what happened to Midnight Club…
Overall both work fine though.
I imagine (hope) this change is on the deeper side. GTA V is quite old.
GTA 6 was definitely expected - looking forward to see what they come up with in the new installment.