
If Rockstar uses anything from Red Dead Redemption 2 in GTA 6, I hope it’s the camp feature. Or multiple camp features, one for each protagonist — a club, a “home base,” something that roots Lucia and Jason in Leonida more firmly. “Why’re you talking about this now? GTA 6 is still so far away,” you might say. But look, between the delay news and the Red Dead Redemption port announcement that came shortly after, it just got me thinking about what GTA could stand to borrow from Red Dead (other than better satire).
Anyway. Red Dead Redemption 2‘s camp scenes are excellent little vignettes in themselves, quiet moments that show how Arthur Morgan’s companions are coming along during their bizarre journey. This kind of scene is also just a useful storytelling device more broadly. The little bits of info and character development that come out during camp events in Red Dead 2 are essential for understanding the Van der Linde Gang, but wouldn’t fit in the main story itself. Sure, you can get by without knowing any of it, but without the messy network of relationships between Arthur and his messy companions, then it’s not really Red Dead Redemption 2 anymore.
Rockstar is already positioning GTA 6 as a different kind of GTA, one that seems closer in spirit to Red Dead than it does to past GTA games, which trade more in broad plotlines than the detailed character profiles we’ve seen from GTA 6 so far. Previous GTA protagonists have strong personalities, but their stories are about things that happen to them — not about them as people. Whatever the relationship is between Jason and Lucia, whether one is using the other, they’re actually devoted lovers, or any of the other theories floating around out there, the emphasis is already on them and how they interact with other people. In other words brief hangout events (which were also always about things, not people, in older GTA games) sprinkled between hours of solo exploration just ain’t gonna cut it, not in a game where relationships seem like the central theme.
And GTA 6‘s characters need to be a central theme. From GTA 3 on, you can get by without knowing much about side characters. They’re just here to say their lines and move on, but in most cases, anyone could say those lines and have the same effect. Take GTA 4, for example. Roman has a slightly more defined personality and plays a bigger role in Niko’s story, but the rest of Niko’s friends? Completely interchangeable. Sure, the exploration and mission design and all that might be grand in GTA 6. But after decades of the same type of storytelling, I don’t think hoping for deeper character development is too much to ask for, not when we’ve seen what Rockstar can do in Red Dead.
Then there’s the city of Leonida and the problem of how Lucia and Jason exist in it. One thing I always appreciated about Red Dead 2‘s camp scenes is how they help frame Arthur in the setting — like using a microscope to look past the big, confusing world around him and bring him into focus by reminding him, and you, why he’s doing all this to begin with. It’s easy to lose that focus in an open-world game and just have your protagonists be empty ciphers, existing just for players to do crimes with and tick objectives off a list. Giving GTA 6‘s duo a place to anchor themselves in the city, a little part of it that’s theirs, to remind them what they’re doing and why, and who they’re doing it for, would go a long way toward making GTA 6 feel like a proper big step forward and not just more of the same.
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Author: 360 Technology Group























