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scale this large means nobody knows what they've built

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Eurogamer's piece on Rockstar's compartmentalization is wild, but it's also kind of the only way you ship something this size. Individual teams working in silos means features bubble up that even producers don't catch until launch or post-launch. Red Dead's horse detail was funny, but for GTA VI it could be anything - hidden mechanics, secret areas, NPCs with routines nobody documented. The worry is that this approach can leave gaps. You get dense districts that feel alive, or you get sprawl with nothing to do. Given how much they're leaning into Vice City's scale, I'm hoping the density philosophy won. A map where every system is interlocking beats a map where each team built their feature in a vacuum.

1 Comment

VI
@viceking88

that horse detail thing is overblown tbh