Rockstar needs to put more interiors into Grand Theft Auto 6, but they shouldn't be as tedious as the ones in Red Dead Redemption 2. There were a lot of gameplay elements which Red Dead Redemption 2 executed masterfully, but one of the biggest problems players had with the game was how mind-numbingly slow certain sections could be to complete. Whether it was walking alongside an NPC in camp or riding behind them on a horse, players quickly grew tired of the lackadaisical, sluggish pace every character seemed to have.

The most unenjoyable aspect of this for many players were the interior sections of Red Dead Redemption 2Rockstar's Wild West story saw players breaking and entering into numerous homes, shacks, and hideouts throughout their journey, as well as visiting normal locations such as businesses and saloons, and every time they passed through a pair of doors their character went from a jog to a snail's crawl. While sometimes this was appropriate for thematic reasons, it really seemed as if the game enjoyed forcing players to slow down and laboriously examine everything, and that's something GTA 6 should definitely avoid.

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The Grand Theft Auto series, in contrast to RDR2 and the original Red Dead Redemption, are loud, fast, and wacky. Even in Grand Theft Auto V Rockstar was beginning to force players to slow down when they entered buildings, and if the company follows suit with Grand Theft Auto 6 the game could go from fast-paced and intense to frustratingly difficult all too quickly. Every new Grand Theft Auto game since Grand Theft Auto: Vice City has added more and more interior locations, and GTA 6 should be no different, but they should be handled properly.

GTA 6's Setting Needs Fully Interactable Interiors

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The world of GTA 6 needs to be just as interactable as the world of Red Dead Redemption 2, but it should be far less tedious. One of RDR2's biggest issues involved how the game's lavish animations made everything take a little bit longer than players were used to. Although this was a mechanic which could be enjoyable in its own way, many players would rather loot a home or a body as fast as possible in order to simply get their reward and move on to the next task. In RDR2, players had to watch as the on-screen character bent down, rifled through the enemy's pockets (or opened a drawer in a home), found an item, pulled it out, looked at it, then put it in their satchel. It was an unnecessarily drawn-out experience, and it could easily be changed.

Instead of forcing players in GTA 6 to slow down, they should allow them to walk or run indoors at the same speed they would be able to anywhere else in Grand Theft Auto 6's world. Instead of having characters slowly pick up objects and place them in a storage container like a backpack, they should allow for some sort of quick-loot function that sees them simply snatching it off the shelf without going into a multi-second animation process. These two small changes would make interior exploration immensely more pleasurable, and could allow for fun gameplay opportunities.

Ever since Grand Theft Auto 3 introduced interior locations in cutscenes, the series has slowly been allowing players to explore more and more buildings in the open world. Grand Theft Auto: Vice City allowed players to run around as fast as they could inside locations like hotels and malls, and even Grand Theft Auto V set many of their more intense shootouts inside massive buildings. Rockstar should make as many interior locations as explorable as possible in Grand Theft Auto 6, but they should learn from Red Dead Redemption 2's mistakes and not force players to slog through them.

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