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GTA VI: Vice City Built on Cycles of Eight Weeks – Years of Work Behind the Open World

By GTA6 Hub editorial team
GTA VI: Vice City Built on Cycles of Eight Weeks – Years of Work Behind the Open World

The creation of the new Vice City in GTA VI is not the result of a single assembly phase, but rather the fruit of years of intensive work, divided into eight-week cycles. Rockstar Games well knows that building an open world so vast and rich in details requires much more than simply adding maps, vehicles and missions. The study puts together playable sections, constantly verifying them and allows each department to contribute to the growth of the project. As Rob Nelson explains, responsible for Rockstar North's development and co-director, the approach is based on repeated cycles for years, with continuous adjustments. Each cycle begins with the creation of assets, the setting of systems and the definition of the first drafts of content in the different working areas. These elements are not then abandoned, but gathered through eight-week milestones dedicated to specific portions of the game. This mechanism allows the team to assess what works, collect feedback and define priorities for the next stage. The experience accumulated by senior developers plays a crucial role. Many of the key figures have been working together for years, knowing roles and goals accurately. This ensures continuity in the technology, writing, animation and construction of the world, without losing sight of the overall vision of GTA VI. The scale of the project is evident from the richness of elements present at Leonida: hundreds of vehicles, over 150 animal species and a varied crowd. This also ties to the details that emerged on the "life" of the game. At the same time, Rockstar has created an entire team of screenplayers dedicated exclusively to the dialogues of passersby, who collaborate with a local production team to transform jokes into thousands of unique inhabitants. According to James Horton, head of open world writing, there are no shortcuts to achieve an extended and consistent environment; the goal is to create a natural flow of conversations between the characters, even simply observing the city traffic. Ultimately, it is a meticulous approach that aims to make every corner of the map credible, with thousands of passersby that "live" the city. VERDETTO: MISTO Il testo evidenzia un processo di sviluppo incredibilmente complesso e laborioso per Vice City, basato su cicli di otto settimane e una collaborazione inter-dipartimentale senza precedenti. L’attenzione ai dettagli, la gestione della “vita” del gioco attraverso sceneggiatori dedicati e l'approccio iterativo sono tutti elementi che suggeriscono un tentativo ambizioso di creare un mondo aperto credibile e coinvolgente. Tuttavia, il solo fatto che il processo sia così prolungato – anni di lavoro intensivo organizzati in cicli – solleva una certa perplessità. Il rischio è quello di una eccessiva ossessione per i dettagli a scapito della giocabilità o dell'esperienza complessiva del giocatore. L’approccio "meticoloso" descritto, se applicato con troppa rigidità, potrebbe trasformarsi in un labirinto di contenuti non sfruttati o missioni ripetitive pur di riempire ogni angolo della mappa. Resta da vedere se questa quantità di lavoro si tradurrà effettivamente in un'esperienza memorabile, oppure se l’enorme sforzo si consumerà in una complessità eccessiva che ostolerà il divertimento.

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