[HN Gopher] GTA VI Leak [video]
       ___________________________________________________________________
        
       GTA VI Leak [video]
        
       Author : haunter
       Score  : 426 points
       Date   : 2022-09-18 09:04 UTC (13 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | unpopularopp wrote:
       | Cool to see the dev tools!
       | 
       | But that made me wonder... will ever have "visual
       | coding/scripting" outside of video game development? Sometimes I
       | wonder that we are still in the "silent cinema age" of computer
       | programming. Sure we have new and modern tools but in the end of
       | the day it's still writing plain text.
        
         | meibo wrote:
         | Even in game development, it often turns out to be a huge mess
         | that coders have to go and sort out after the fact, it's almost
         | inevitable if it's general purpose enough.
         | 
         | If you do decide to build a scripting system for designers, I
         | would recommend being very conservative with features and
         | thinking twice before adding any new feature.
        
           | DonHopkins wrote:
           | Just hire competent and trustworthy designers, instead of
           | purposefully crippling the tools you spend so much time
           | developing. The best designers can also code, and if you
           | design a system that discourages instead of encourages
           | designers from coding, you're wasting the potential of those
           | precious coder/designers, and wasting the opportunity to
           | train your best designers to code too.
           | 
           | It's not as if Rock Star can't find anybody qualified who
           | wants to work for them, or any designers who are willing to
           | learn to code in a powerful visual scripting language.
           | 
           | This attitude causes disasters like PHP's "Smarty" templating
           | language.
           | 
           | PHP was already a templating language, but somebody got it in
           | their head that there should be an iron-clad separation
           | between designers and programmers, and that PHP gave
           | designers too much power and confused them, and that their
           | incompetent untrustworthy designers who refused to learn
           | anything about programming deserved something even "simpler"
           | than PHP, so they came up with Smarty.
           | 
           | Then over time the realized that their designers were
           | powerless, so their programmers would have to learn TWO
           | languages so they could wade into the Smarty templates to
           | make them actually work with all the extra code they had to
           | write because Smarty was so crippled, so they nickle-and-
           | dimed more and more incoherent programming language elements
           | into Smarty, making it EVEN HARDER to use and more
           | complicated and less consistent than PHP, yet nowhere near as
           | powerful.
           | 
           | https://news.ycombinator.com/item?id=20736574
           | 
           | DonHopkins on Aug 19, 2019 | parent | context | favorite |
           | on: YAML: Probably not so great after all
           | 
           | One of the most ridiculous examples of this was the Smarty
           | templating language for PHP.
           | 
           | Somebody got the silly idea in their head of implementing a
           | templating language in PHP, even though PHP is ALREADY a
           | templating language. So they took out all the useful features
           | of PHP, then stuck a few of them back in with even goofier
           | inconsistent hard-to-learn syntax, in a way that required a
           | code generation step, and made templates absolutely
           | impossible to debug.
           | 
           | So in the end your template programmers need to know
           | something just as difficult as PHP itself, yet even more
           | esoteric and less well documented, and it doesn't even end up
           | saving PHP programmers any time, either.
           | 
           | https://web.archive.org/web/20100226023855/http://lutt.se/bl.
           | ..
           | 
           | >Bad things you accomplish when using Smarty:
           | 
           | >Adding a second language to program in, and increasing the
           | complexity. And the language is not well spread at all,
           | allthough it is'nt hard to learn.
           | 
           | >Not really making the code more readable for the designer.
           | 
           | >You include a lot of code which, in my eyes, is just
           | overkill (more code to parse means slower sites).
           | 
           | https://web.archive.org/web/20090227001433/http://www.rantin.
           | ..
           | 
           | >Most people would argue, that Smarty is a good solution for
           | templating. I really can't see any valid reasons, that that
           | is so. Specially since "Templating" and "Language" should
           | never be in the same statement. Let alone one word after
           | another. People are telling me, that Smarty is "better for
           | designers, since they don't need to learn PHP!". Wait. What?
           | You're not learning one programming language, but you're
           | learning some other? What's the point in that, anyway? Do us
           | all a favour, and just think the next time you issue that
           | statement, okay?
           | 
           | http://www.ianbicking.org/php-ghetto.html
           | 
           | >I think the Broken Windows theory applies here. PHP is such
           | a load of crap, right down to the standard library, that it
           | creates a culture where it's acceptable to write horrible
           | code. The bugs and security holes are so common, it doesn't
           | seem so important to keep everything in order and audited.
           | Fixes get applied wholesale, with monstrosities like magic
           | quotes. It's like a shoot-first-ask-questions-later policing
           | policy -- sure some apps get messed up, but maybe you catch a
           | few attacks in the process. It's what happened when the
           | language designers gave up. Maybe with PHP 5 they are trying
           | to clean up the neighborhood, but that doesn't change the
           | fact when you program in PHP you are programming in a dump.
        
             | prescriptivist wrote:
             | Someone doesn't like Smarty...
        
           | FartyMcFarter wrote:
           | > Even in game development, it often turns out to be a huge
           | mess
           | 
           | Mandatory link: https://blueprintsfromhell.tumblr.com/
        
             | shakezula wrote:
             | Don't know what I'm looking at but i love the idea of
             | graphing software systems to explain to a layman the pure
             | hell some of them can become.
        
               | FartyMcFarter wrote:
               | > Don't know what I'm looking at
               | 
               | Unreal Engine 4 includes a visual scripting language
               | called Blueprint.
               | 
               | That website collects some of the bad examples of what
               | people do with this system - a lot of the times, the
               | results are the visual equivalent of spaghetti code. In
               | my experience, this kind of spaghetti is quite normal in
               | shipped games.
        
               | capableweb wrote:
               | > In my experience, this kind of spaghetti is quite
               | normal in shipped games
               | 
               | Just to be clear, any type of spaghetti (visual or code)
               | is common in any type of shipped software product (game
               | or not), especially ones where there is deadlines.
        
               | shakezula wrote:
               | Thanks for the explanation! I didn't know that. It's a
               | great site, thanks for posting the link.
        
         | KineticLensman wrote:
         | > "visual coding/scripting" outside of video game development
         | 
         | One common application of node-graph editing is shader
         | construction for rendering engines. For Octane, see e.g. [0]
         | 
         | [0]
         | https://duckduckgo.com/?q=octane+render+engine+node+graph+ed...
        
         | naillo wrote:
         | As someone not in the gaming industry, what does 'visual
         | coding/scripting' mean? Any links or wikipedia articles that
         | describe it? (Or an explanation yourself?) I'm curiuos if it
         | could work well with new developments in AI generated images
         | (stable diffusion etc).
        
           | unpopularopp wrote:
           | Unreal Blueprints for example
           | https://docs.unrealengine.com/5.0/en-US/blueprints-visual-
           | sc... That's the leading visual scripting system
           | 
           | This a guy has very good tutorials in video form
           | https://www.youtube.com/watch?v=bY6Nl-OEhSo
        
             | capableweb wrote:
             | Houdini is also a leading example, but for the 3D/VFX/movie
             | industry, where nodes/networks are basically visual
             | scripting to do basically everything in the product.
             | 
             | https://www.sidefx.com/products/houdini/
        
           | FartyMcFarter wrote:
           | > I'm curiuos if it could work well with new developments in
           | AI generated images (stable diffusion etc).
           | 
           | Visual coding is still highly symbolic and structured,
           | typically a directed graph representing data flow. The
           | "visual" part is just a middleman so to speak.
           | 
           | I don't have a lot of experience with AI-generated images,
           | but from what I've seen it doesn't look like its strength is
           | generating highly structured/logical images.
        
         | discordance wrote:
         | I've worked a few mechatronics type gigs and Labview was
         | standard there. One of the few places I have seen or used
         | visual coding.
        
           | ChuckNorris89 wrote:
           | You never saw Simulink? It's super entrenched in automotive
           | and aerospace.
           | 
           | It's also very nice to visualize models of components of
           | cars/planes in Simulink using visual computing and play
           | around with various blocks and learn how they affect the
           | stability of the system.
        
             | discordance wrote:
             | Matlab was standard for us in university but not used
             | anywhere in the industry/companies I worked.
        
         | Dinux wrote:
         | They seem to be using a lot of Microsoft/Visual Studio tools
         | and some internal testing application.
        
           | wombarly wrote:
           | Basically all AAA games are build using Visual Studio in some
           | way.
        
         | d_meeze wrote:
         | My experience with visual scripting or coding is that it's hard
         | for more than one person to work on for anything other than a
         | single screen of complexity. No git merge, so serial
         | development. Hard to understand and tweak for anyone except the
         | creator.
        
         | ivanjermakov wrote:
         | Two applications that come to mind that use visual scripting
         | are:
         | 
         | - Blender's Node editor[1], used to create materials and
         | describe post-processing flow.
         | 
         | - DaVinci Resolve Nodes[2], used to create reusable color
         | grading profile (LUT)
         | 
         | [1]:
         | https://docs.blender.org/manual/en/2.79/editors/node_editor/...
         | 
         | [2]: https://www.makeuseof.com/nodes-davinci-resolve-beginner-
         | tut...
        
       | ok_dad wrote:
       | As someone who played gta online a lot, here's some thoughts:
       | 
       | - the behavior of npcs is way more complex here. They're not just
       | running off scared. The ones at the registers have a way more
       | complex animation than the current gen game.
       | 
       | - the cops seem to have a more refined line of sight and search
       | pattern. They don't just come at you.
       | 
       | - there is way more use of interiors here, in the current gen
       | there are very few interiors other than instanced garages and
       | stuff.
       | 
       | Nothing else really stood out but it's clear that even if the
       | graphics are not updated they'll still have plenty of
       | improvements to gameplay mechanics and world depth.
        
         | torginus wrote:
         | I wonder if this dumb behavior in games (GTA in particular, and
         | games in general) has to do with the incredibly lackluster CPU
         | power in consoles - a single core of the PS4 has about 2/3rds
         | the performance of a Core 2 Duo core which came out in 2006.
        
           | aqfamnzc wrote:
           | With 8 cores and (I would imagine) much more dev time put
           | into optimization than your typical software, I don't see
           | that as an issue really. Most home computer software is still
           | single-threaded, so it makes sense a single core would need
           | to be more powerful in that scenario.
           | 
           | Although, I guess maybe my argument is moot since your
           | average home PC CPU is going to have at least 4, probably
           | more, cores...
        
             | torginus wrote:
             | Imo, the more complex the code, the more difficult to make
             | it run multithreaded. Typical gameplay code, that
             | potentially touches everything every frame, and can be
             | changed on the designers whims, is typically very difficult
             | to scale across codes.
             | 
             | For example, Dwarf Fortress is one of the most complicated
             | games of all time, and the creator wrote about how he kept
             | to just running it on 1 core.
        
               | bayindirh wrote:
               | When you're starting from scratch, designing for multiple
               | threads is relatively easy. When you're iterating on a
               | previous design or your best practices from previous
               | projects, it becomes very hard, because you need to
               | move/refactor/redesign/reimplement a lot of code.
               | 
               | On top of that, you need to test it, which means it's
               | much more time consuming.
        
           | ok_dad wrote:
           | There's a little of that, but mostly the console does fine
           | with complex AI and a fairly large number of NPCs, it's the
           | games with tons of simulation state like Cities Skylines or a
           | large base build with a lot of parts and physics in FO4 that
           | have issues.
        
           | AdvancedCarrot wrote:
           | keep in mind that GTA V had to run on the PS3 as well. It's a
           | technical marvel that the game worked at all honestly.
        
         | haunter wrote:
         | Graphics are definitely upgraded even if it's an older build.
         | The volumetric fog is the same one as in RDR2
         | https://imgur.com/a/BKGj0vH
        
           | ok_dad wrote:
           | Yea, based on a more detailed viewing of the leak, I feel
           | like they used a lot of RDR2 code. It's been a while since I
           | played RDR2, but I get a distinct feeling that the NPC
           | behavior is similar to RDR2 somehow that I can't really put
           | my finger on. It would make sense, because I believe RDR2 was
           | using an upgraded Rage engine from the GTA5 engine.
        
       | drummer wrote:
       | Why is this not on hn front page? This is the bigger than the
       | second coming of christ
        
       | mkl95 wrote:
       | It's been 9 years and this footage looks like a moderate
       | improvement over GTA V. On the other hand, GTA V was released 9
       | years after San Andreas and the improvement was huge. Is it tech
       | debt, API complexity, financial hurdles, or something else?
        
         | ErneX wrote:
         | You are judging a leak as if it is the final game. If RDR2 is n
         | indication of the quality level of Rockstar GTA VI will be a
         | pretty nice game.
        
           | [deleted]
        
         | WastingMyTime89 wrote:
         | That looks like early development footages. They are probably
         | still working on both the engine and the assets. What you see
         | as little to do with what it's going to look like in the end.
        
           | mkl95 wrote:
           | The question then shifts to why this hacker is posting some
           | early footage. You would expect the newer stuff to be
           | immediately accessible without searching etc. This is
           | allegedly the same guy who hacked Uber and called them out
           | for underpaying drivers, so maybe he's trying to raise
           | awareness about poor security or something.
        
             | WastingMyTime89 wrote:
             | Because GTA 6 is still in the early phase of development?
             | 
             | It wouldn't be surprising. GTA Online makes so much money,
             | Rockstar probably was in no rush to develop a follow-up
             | game.
        
             | detaro wrote:
             | GTA 6 is likely still years from release, it is still
             | "early" when it comes to graphical polish.
        
             | ErneX wrote:
             | You'd be surprised at the amount of games that "come
             | together" during the last 1-2 years of development.
             | 
             | This is early build stuff, not worth judging it at this
             | point.
        
               | dijit wrote:
               | my anecdotal experience from working on 3 AAA titles
               | indicates that ErneX is spot on.
               | 
               | Most games really don't exist as a playable format until
               | about 1y before release, there are separate gates for
               | features and content; content/UI/Graphics are worked on
               | until about 2 months before release. Nothing before 6
               | months even looks like the final product in most cases:
               | just a rough outline.
        
               | ok_dad wrote:
               | Yea, I wouldn't be surprised if the recent GTA5 upgrade
               | on next gen consoles was just a port of the assets to the
               | newest RAGE engine so they could playtest the initial
               | GTA6 missions and gameplay mechanics on it while the next
               | version of the engine is perfected and the assets for
               | fake Miami are developed more.
        
         | naillo wrote:
         | I'm not sure the lower end but 80% most popular GPUs have
         | gotten that much stronger in the last 9 years, and that's the
         | spec they likely need it to primarily work on.
        
         | gillesjacobs wrote:
         | The technical art, textures, models, etc. are definitely not
         | finished. I am 99% that the final product will have many visual
         | improvements over this leaked footage.
        
         | tokamak wrote:
         | I agree that it does not look next-gen at all but let's comment
         | when they actually release the game. From what we know this can
         | be ancient build.
        
           | dorkwood wrote:
           | What games do look next-gen?
        
             | tokamak wrote:
             | Games that utilize techniques available on the latest
             | generations of hardware. For example ray-tracing. Ratchet &
             | clank, Returnal, Astro's Playroom. On PC decent example is
             | HL Alyx.
             | 
             | There is a huge expectation towards GTA since Rockstar has
             | a history of being one of the best. The RDR2 was stunning
             | on the previous gen.
        
         | ricardobayes wrote:
         | Seeing how Genshin receives a major update basically every
         | month - the size of each major version update is comparable to
         | a new expansion for WoW -, I wish Chinese game development
         | caught on faster. Having 5k devs/artists etc work on a project
         | does make faster release cycles.
        
         | libertine wrote:
         | Maybe they aren't working on some of the visual components, but
         | you can also say they are owning up to that style, as in part
         | of their current gen GTA series.
         | 
         | Like you had a very distinctive visual style on GTA 3, VC and
         | San Andreas - which in part was probably due to hardware
         | limitations, but R* owned it.
         | 
         | So it wouldn't shock me if it would be something in these
         | lines, to be distinctive yet familiar. Most likely the bigger
         | improvements will be on online gameplay.
        
         | als0 wrote:
         | To be fair, the game still seems to be in early stages and the
         | latest gossip suggests a 2025 release date.
        
       | wan_ala wrote:
       | This article is claiming that Jason Schrier believes its real.
       | https://www.sportskeeda.com/gta/news-renowned-leaker-jason-s...
       | 
       | Edit: forgot to include article
        
       | mindcrash wrote:
       | It's already gone. And Rockstar is DMCA'ing these videos faster
       | than you can say "GTA 6", by the way.
        
       | Bubble_Pop_22 wrote:
       | So is it Miami or LA for the third time in a row?
       | 
       | You can't really see it from the leak.
        
         | kabes wrote:
         | The leak contains some hints it's set in vice city.
        
       | Laarlf wrote:
       | I really hope for a COOP story. GTA V looked like the perfect
       | game for it but that never happened. I really enjoy COOP games
       | with friends because of the general increased hostility in
       | Multiplayer games (or at least I feel like it) and the endless
       | microtransactions, but I feel like there are way too few COOP
       | games...
        
         | chippiewill wrote:
         | Weren't all the multiplayer heists in GTA Online basically coop
         | GTA?
        
           | aaaaaaaaata wrote:
           | Not sure, still loading.
        
           | Laarlf wrote:
           | While I agree, all of them required specific amounts of
           | players to play, sometimes you keep friends out, sometimes
           | you had randos who had no idea what they were doing. And
           | really... there were way too few of them. The playtime is not
           | that long of them and they are too linear to be worth
           | replaying. Saints row 3 arguably has better coop. Saints rows
           | story is not built for this, but they just play the cutscenes
           | at the same time and sync the world. Now if rockstar spent 12
           | days implementing that... The GTA story would be almost
           | perfect to play together IMO. If they bothered to sync things
           | up.
           | 
           | Your statement is not technically wrong, the best kind of not
           | wrong. I saw a lot of games in the past which had some COOP
           | mode which you can technically call COOP, but just has so few
           | things to do that I feel like it was just an excuse to write
           | COOP on the box. Battlefield 3, Far Cry 3 come to mind.
        
       | colinthompson wrote:
       | Please don't click these links or share these videos. As a member
       | of the film/animation industry, hearing about leaks like this
       | absolutely hits me. Please think of the hundreds of artists and
       | programmers who have worked countless hours on this game. They
       | are all heartbroken right now. We can all honor their hard work
       | by not watching this leaked content. Wait til they finish.
        
         | ok_dad wrote:
         | Why would they be heartbroken? They'll still get to finish the
         | game. Millions of people will still enjoy it like they did
         | RDR2, GTAV, etc. Personally, I disagree with hacking of this
         | nature, but these days people want to get a sneak preview, so
         | I'm really not sure why the developers would see this as
         | anything other than good, or why they wouldn't just release
         | previews occasionally so people can see what's to come. None of
         | this stuff is cutting edge or some sort of industry secret or
         | whatever. I, personally, am more excited for GTAVI than I ever
         | have been now that I've seen the amount of depth they seem to
         | be adding to the previous iteration!
        
         | [deleted]
        
         | phreeker wrote:
         | k
        
         | throwaway102233 wrote:
         | no and no. I'm getting mighty sick of this attitude 'pls
         | respect artists! they are all crying right now'.
         | 
         | how come game devs / artists are the only ones that should
         | never have their work seen before they deem it to be 'ready',
         | how many devs in other industries have had to push work to the
         | public before they deem it 'ready'. I personally like having
         | the 'curtain pulled back' so to speak, it's interesting to see
         | the amount of work that goes into making a game / movie /
         | whatever.
        
           | colinthompson wrote:
           | I'd say this is less "pulling back the curtain" and more
           | brazen theft. But go off.
        
             | throwaway102233 wrote:
             | If rumors are correct, the leaker has the source code also,
             | but hasn't chosen to release that. I'm pretty sure that
             | releasing the source code would be seen as more of a dick
             | move than just showing a video of some dev tools. I'm
             | pretty sure we've all `stolen` software at some stage in
             | our lives (looking at you Adobe), are we meant to be pearl-
             | clutching over that also?
        
         | yieldcrv wrote:
         | what, can you elaborate more on why we should:
         | 
         | 1) empathize
         | 
         | 2) in that specific way
         | 
         | this is a far cry from my initial thought of "don't tell me
         | what to do" so I'm really curious if you can articulate in a
         | way more of us can relate to
        
           | colinthompson wrote:
           | First and foremost- this content was stolen. You haven't paid
           | for it. If you saw a stolen car left on the side of the road,
           | would to take it for a joyride?
           | 
           | Secondly, do you think watching these these videos is making
           | anyone at rockstar fired up? Do you think they like this? I
           | believe that almost all of them are deeply saddened by this.
           | Should we celebrate and respect people's work by making them
           | feel awful?
           | 
           | Lastly I'm not telling anyone what to do. I'm just merely
           | pointing out that this content is not soul-less. It's built
           | on the backs of people who did not willingly share this
           | material. I think it's awesome if people are curious, but I
           | think to is incredible disrespectful to execute that
           | curiosity by forcefully stealing something.
        
             | yieldcrv wrote:
             | The semantics are more important to me, and it affects my
             | thoughts on your analogies too.
             | 
             | Stealing requires moving something from its original place,
             | like the car. This was copied. It is copyright
             | infringement, at best, and an issue for the person copying
             | for others consumption, not the consumer. Its not the
             | consumers responsibility to know who has a license to avoid
             | infringing a copyright, and it isn't their liability to
             | view. Elaborate marketing stunt or actual leak? Not my
             | responsibility to care. But let me know if you come up with
             | a _more_ applicable analogy, I'm fine with analogies
             | comparing dissimilar things that share something in common,
             | I think this one dilutes your point here and fails at
             | providing any introspective possibility.
             | 
             | I can relate to the idea that someone wanted a _grand
             | reveal_ , I don't have the same feelings as you about them
             | being deprived of that goal. I think there would be plenty
             | of artists in the organization that are annoyed at the
             | direction of the development choices and are elated that
             | the public can criticize it now.
        
       | March_f6 wrote:
       | I know this is besides the point and maybe I'm just getting
       | older, but the gameplay seems particularly disturbing in way that
       | it didn't 10 years ago. I guess that's to be expected given the
       | nature of art.
        
       | glassconclusion wrote:
       | Looks like they are using IMGUI as dev tool:
       | https://github.com/ocornut/imgui
        
         | [deleted]
        
         | honkdaddy wrote:
         | Sidebar: if I wanted to eventually transition from Android dev
         | to C++ game dev, is my time building C++ ImGui tools a
         | comparable experience, or is game dev a truly different beast?
         | Curious for some opinions :)
         | 
         | The reason I like mobile and small desktop applications is
         | partially for the tight cycles of build/test/fix/ship. Even
         | writing it out now, the experience of working on any game of
         | even moderate complexity must be entirely different, right?
        
           | ptr wrote:
           | Having a tight dev loop is important for complex games too --
           | when you press F5, you build the whole game. Sometimes you
           | even build the engine and all dependencies. Shipping usually
           | follows a slower patch schedule since you need to pass
           | certification etc.
           | 
           | If you work on a game, building ImGui tools isn't a primary
           | concern, it's what you do to be able to easily test your
           | stuff.
        
         | meibo wrote:
         | If you enter any game studio nowadays, you're very likely to
         | see Dear ImGui - it's pretty ubiquitous, and just flexible
         | enough for programmers to make nice debug views for any
         | purpose. It's nice in that you won't have to learn another UI
         | kit when switching studios.
        
           | Der_Einzige wrote:
           | Wow. The paper on NLP I'm presenting soon includes software
           | that I built using the python fork, dearpygui. I had no idea
           | that dear imgui was so popular.
           | 
           | It seems to me to be super high quality of a GUI library.
        
           | gambiting wrote:
           | Yeah, I work at Ubisoft and we officially sponsor the project
           | too - it's used pretty much on every production we have.
           | 
           | You can see it here being used in Rainbow Six:
           | https://montreal.ubisoft.com/en/ubisoft-sponsors-user-
           | interf...
        
         | Dinux wrote:
         | Yes, for their internal testing tools.
        
         | TakeBlaster16 wrote:
         | I noticed that too. I wonder if the creator has ever seen a
         | dime of Rockstar's GTA money. Looks like no[1], but at least
         | there are a few other AAA developers there.
         | 
         | [1]: https://github.com/ocornut/imgui/wiki/Sponsors
        
       | Bayart wrote:
       | That would be the largest video game leak since what, Half Life 2
       | ? Was there any real AAA source code leak in the meantime ?
        
         | wombarly wrote:
         | The GeForce Now leak was pretty big as well, leaked tons of
         | unannounced games.
         | 
         | There was also a leak of one of Ubisoft's games, not sure about
         | source code.
        
         | mhh__ wrote:
         | Cyberpunk source got leaked IIRC
        
         | themoonisachees wrote:
         | TF2 source code leaked somewhat recently i think. the guy
         | didn't leak the source code (yet) this time though.
         | 
         | Other than that notin gaming i don't think
        
         | alrlroipsp wrote:
         | There was no source code leak here.
        
           | ErneX wrote:
           | Seems there was code too, look at the GTA Forums thread.
           | 
           | And the HL2 gave us a nice delay. So everybody cheering for
           | leaks I hope they are also cool about waiting longer for the
           | finished game.
        
             | alrlroipsp wrote:
             | I read the forums. I see the hacker has source, but he has
             | not leaked the source.
             | 
             | He posted many screenshots proving he has something
             | authentic, tho.
        
               | ndiddy wrote:
               | The hacker is currently trying to blackmail Take 2, will
               | be interesting to see what transpires over the next few
               | days.
               | 
               | https://files.catbox.moe/5hl66u.png
        
               | ErneX wrote:
               | Yes no leak to the public yet but he released 10k lines
               | of code to prove he has code.
        
               | alrlroipsp wrote:
               | I saw a pastebin to a single .cpp file, yes. Thread ended
               | with the guy says he's going to sleep (~ 4 hour ago).
        
             | mepian wrote:
             | Half-Life 2 was not delayed because it was leaked, it was
             | delayed because it was pretty far from being complete. You
             | can read about this in The Final Hours of Half-Life 2.
        
       | xnx wrote:
       | I've exploded plenty of space Marines into red mist at point
       | blank range in Doom, but this direction in realism doesn't feel
       | great. Thinking about the next step in realism and AI NPCs and
       | VR. Hard to see a people spending lots of time consuming this as
       | a net positive.
        
         | qumpis wrote:
         | Why?
        
         | lawxls wrote:
         | Look up GTA V section on twitch. It is constantly in top 5
         | categories by viewers, some months of the year on par with Just
         | Chatting (Real Life). All of that thanks to Rockstar ability to
         | create realistic world and community Role Play servers.
        
       | Thaxll wrote:
       | Looks like the hack was made exactly how it was done for EA using
       | stolen Slack cookie: https://www.vice.com/en/article/7kvkqb/how-
       | ea-games-was-hack...
       | 
       | There was a huge leak for Diablo 4 two weeks ago as well.
        
         | sourthyme wrote:
         | The lesson is don't send passwords over slack. If you have
         | slack access can you easily get access to private/historical
         | messages?
        
           | rbera wrote:
           | It depends on your company's retention policy for historical
           | messages. Otherwise, you're basically signed in as that user,
           | so you can see whatever they see... which can be a lot
           | depending on the company's transparency.
        
             | lelandfe wrote:
             | I'm aware of many companies who have moved to a 90 day
             | message retention policy in Slack. I thought it was a cost
             | saving measure. But I'm beginning to see the wisdom in it.
        
               | moeadham wrote:
               | They way things are going, 90 days is too long.
        
               | djmips wrote:
               | Without infinite retention, our company would lose untold
               | searchable solutions to problems and other vital
               | information.
        
               | [deleted]
        
               | dfcarney wrote:
               | It's a deep hole for a company to dig itself out of, not
               | to mention changing the habits of people to explicitly
               | document things elsewhere.
               | 
               | It would be neat if Slack reported stats on searches so
               | that, for example, a company could better understand what
               | key conversations should be moved into proper
               | documents...but this is likely against Slack's interests.
        
           | bayindirh wrote:
           | In a previous project I worked on, we used to nickname the
           | passwords used throughout the system. The password re-use was
           | virtually non-existent, but sometimes we forgot which system
           | required which one (we were installing and erasing a lot of
           | servers for testing stuff).
           | 
           | So, someone would ask a password to a system, we'd answer
           | "ridiculously long one", or "the one X came up with",
           | "variation 5".
           | 
           | When one of the security guys overheard what we did, and
           | asked the details, we told what we do. The answer was "oh,
           | that's neat!, go on".
        
             | Tempest1981 wrote:
             | How did the initial communication occur? Whiteboard? In
             | person? Shared vault?
        
               | bayindirh wrote:
               | Long living passwords shared via paper, and lived on
               | people (like on their wallet, and never laid in the
               | open), the other short lived ones are just remembered,
               | but not mentally tied to anywhere.
               | 
               | It was a fast-paced project, so the project dynamics made
               | the method work. If the systems and passwords were more
               | stable, it might not have worked this well.
        
           | kenjackson wrote:
           | I've never had someone send me a password before. What do
           | they need to send passwords over slack for?
        
             | michaelt wrote:
             | Start by not having a password manager that is universally
             | adopted across the corporation.
             | 
             | Then maybe you've got a planned change that requires a
             | manual operation on the production database, and you don't
             | have the password already because it's rotated daily.
             | 
             | Maybe you need the agent license key for the monitoring
             | system, so you can add it to the secrets file for the new
             | host you're setting up.
             | 
             | Maybe someone created a new service and, and asked you to
             | generate a new oauth2 client secret for it, and you need to
             | send it to them.
             | 
             | Maybe it's corporate policy that every laptop must have an
             | encrypted disk, and you've mailed a new remote worker a
             | laptop and now need to send them the disk password by a
             | different channel.
             | 
             | Maybe you occasionally need to work with some decrepit
             | system that doesn't support single-sign-on - like a
             | server's IPMI or some obscure bit of network equipment.
             | 
             | Of course there are better options than slack (which
             | doesn't even have an off-the-record mode) but if slack is
             | what everyone uses? Well....
        
             | naet wrote:
             | I'm a contract worker and often times a company first
             | onboards me to slack, then sends me a bunch of login
             | information in plain text after opening an internal ticket
             | to add me to various systems.
        
               | somehnguy wrote:
               | Oof, that sounds bad.
               | 
               | My current company has an internal 'secret sharing' tool
               | kind of like Pastebin (but encrypted, one time open
               | links, etc) for one off sharing of things like that. For
               | all other creds we use Vault heavily.
               | 
               | PII, passwords, things like that are NEVER to go over
               | Teams or email.
        
               | nightski wrote:
               | If these are temp passwords that get changed on first
               | login and expire maybe it's not so bad. If it is a normal
               | password though yes that is pretty bad.
        
             | ajmurmann wrote:
             | "Oh, I forgot my AWS password, can you reset it?"
             | 
             | Fortunately, AWS from my example makes you set a new one
             | after this. I'm sure there are other company-administered
             | services with similar dynamics where the pwd change isn't
             | required or the admin won't check that box because try are
             | bad at their job
        
               | vladvasiliu wrote:
               | Even Windows has this, but there are a bunch of corner
               | cases where it doesn't work.
               | 
               | The integrated RADIUS server can be configured to allow
               | passwords that need changing (so that you can actually
               | connect to AD and change it if you're away). But many
               | other services, like AD-backed VPNs and such, will choke
               | on a password that must be changed.
        
           | Buttons840 wrote:
           | > The lesson is don't send passwords over slack.
           | 
           | I was going to make a suggestion about PGP or GPG or
           | whatever, but those tools are so bad you can't expect
           | _software engineers_ to know how to use them... (not sarcasm)
           | 
           | Snark aside. What I mean here is that GPG is difficult to use
           | and I would guess 90% of programmers don't know how to use
           | it.
        
             | VPenkov wrote:
             | Is describing them as bad related to their ease of use or
             | is it related to technical shortcomings?
             | 
             | I use PGP very frequently and I'd like to know what's bad
             | about it so I could maybe look for alternatives.
        
               | Buttons840 wrote:
               | You're right and I'm sorry. I should have explained my
               | snarky comment fully.
               | 
               | I meant that they're difficult to use. I would love to be
               | proven wrong or directed to some good resources for
               | learning them.
        
             | aborsy wrote:
             | GPG works fine for me too, and is fairly straightforward
             | (except for email encryption, since my recipients often
             | don't want encryption, and there is also lack of good email
             | clients supporting encryption).
        
           | staticassertion wrote:
           | Once a message is deleted there is no way to recover it, to
           | my knowledge. But message retention in Slack is infinite.
           | Further, _sessions are infinite_ , at least last I set it up.
           | 
           | I think we set something like 1 year of retention for
           | "public" channels, 9 months for private, and then certain
           | channels can lower it beyond that. Same for files. And we
           | have our tokens expire once a month.
           | 
           | The defaults for Slack are pretty insane.
        
         | [deleted]
        
       | kgeist wrote:
       | The graphics and animations look somewhat dated, but I assume the
       | footage in question is about figuring out gameplay mechanics and
       | most of the assets are dummy assets quickly put together for the
       | prototype.
        
       | TheAceOfHearts wrote:
       | It'll be interesting to see what kind of innovations Rockstar is
       | able to come up with for the next GTA, nothing stands out to me
       | from these development leaks.
       | 
       | The problem with GTA is that it's a fairly shallow game, which
       | limits what kind of immersion you can experience. Imagine if it
       | included more realistic elements like economics and persistent
       | characters. You could decide you have a vendetta against Bob and
       | steal his cheese every time he goes out shopping for groceries.
       | Heck, you could become the cheese kingpin and monopolize access
       | to cheese. Although a more thematic approach would probably have
       | to do with drugs, which doesn't seem like too far of a bridge to
       | jump considering the game genre.
        
         | Eduard wrote:
         | > The problem with GTA is that it's a fairly shallow game,
         | which limits what kind of immersion you can experience.
         | 
         | What?
        
           | wongarsu wrote:
           | GTA has incredible breadth. There are lots of things to do in
           | a big open world. But everything is also incredibly shallow.
           | 
           | That's more or less what you expect. Resources are finite,
           | and unless you're Tarn Adams you generally chose to make a
           | couple very complex things, or a lot of fairly simple ones.
           | Sometimes you get depth from the interaction of simple
           | things, but GTA rarely does
        
             | ehnto wrote:
             | GTA definitely stands to gain a lot from more systemic
             | gameplay. But I would argue that this is already their
             | tactic, they just haven't got as many systems, and they've
             | culled the possible interactions to make sure they're
             | deliverable gameplay loops are tight, fun and expected.
             | 
             | They are some of the blockbusters of gaming, so I'm not
             | surprised they've gotten a little cautious.
        
           | petepete wrote:
           | While it won't be to everyone's taste, NakeyJakey has a
           | rather in-depth video about Rockstar's game design and how it
           | falls short in some ways. I _loved_ RDR2 but the missions
           | were definitely the weakest part. Exploring the world was the
           | best bit by a mile.
           | 
           | https://www.youtube.com/watch?v=MvJPKOLDSos&t=1932s
        
             | V__ wrote:
             | Thank you for posting this. I had the same frustrations as
             | him, but couldn't quite articulate why until this video.
        
           | fudgefactorfive wrote:
           | This is famously an issue with Rockstar style missions, they
           | are so adherent to a script that even minor Playstyle
           | variations lead to logical deadlocks. Red Dead 2 had the same
           | issue, players finding paths to the door they know stuff is
           | happening behind only for them to literally not function
           | until an NPC points them out to you.
           | 
           | I want a world where I can figure out what to do next and
           | that still functions, not one where Character X has to tell
           | me to move to the next room for the doors to work as doors.
        
             | treis wrote:
             | I think it's pretty much all open world games. As wide as
             | the ocean but as deep as a puddle. Outside of the pre-
             | scripted story you have basically no impact on the world as
             | the player.
        
             | estebank wrote:
             | You want the original Deus Ex.
        
               | ethbr0 wrote:
               | Ah, Ion Storm Austin (Deus Ex). And Looking Glass Studios
               | (Thief).
               | 
               | We didn't know how far in the future we were living...
        
               | fudgefactorfive wrote:
               | Haven't played it, but admittedly I've seen the
               | Hbomberguy video on it and was really interested. Might
               | take another look.
        
             | prox wrote:
             | This is pretty much what happens to a ton of games. It
             | _seems_ open, but you can't do any creative solutions
             | because it isn't part of the design. Not saying it isn't
             | tough, but a company like Rockstar should have the ability
             | to pull it off.
             | 
             | Just yesterday I learned that in Skyrim, there is a
             | caretaker in the orphanage called Grelod the Kind, who is
             | terrible to the children. So apparently if you are a
             | pacifist, you can put a fear spell on her and she will run
             | out the orphanage and she gets killed by a beggar there.
             | That's brilliant! It tells a story (beggar must have got
             | her kid in) and it's another way to solve the problem.
        
               | fudgefactorfive wrote:
               | Exactly, it's worlds that aren't a sequence of stories
               | but a mesh of relationships that seem much more alive.
               | 
               | I can obviously see how it's much harder to make a
               | narrative state machine than a sequence of events with
               | maybe a few branches, but still it's disappointing when
               | huge budgets are spent on visuals alone with no good
               | reason to examine them deeply.
               | 
               |  _Cough_ Cyberpunk 2077 _Cough_.
        
             | omnibrain wrote:
             | Have you ever played Vampire: The Masquerade - Bloodlines?
        
               | fudgefactorfive wrote:
               | I haven't actually but I've heard great things. I admit
               | the setting isn't one I usually pursue, but I'll get over
               | myself and take a look.
        
             | RicoElectrico wrote:
             | This wasn't always the case. Missions in GTA 3 - GTA SA
             | were much more goal-focused, less scripted. You could
             | approach them as you wanted to.
        
           | kinnth wrote:
           | Yeah i'd agree here that GTA is not a shallow game, it's got
           | multiple levels of openworld interactions that you can chose
           | to interact with or not.
           | 
           | What it doesn't have is strict or difficult obstacles that
           | give a perceived difficulty. The game's difficulty hits a
           | plateau quite early on and then it's really an exploration
           | and narrative experience. Which most people prefer. GTA
           | online is a different beast and probably where this one will
           | focus. More live ops and changing / persistent world, more
           | like fortnite's map would be my guess.
        
             | koheripbal wrote:
             | By "shallow", they mean that there is no interesting story
             | line.
             | 
             | I think for our age group, game mechanics and open world
             | are not enough - we want to be told/discover an interesting
             | story.
        
           | mrstone wrote:
           | Honestly such an odd take. The games are all plenty immersive
        
           | detaro wrote:
           | I get where they are coming from. It's incredibly easy to
           | break through the facade of the surface polish that is there
           | to suggest "this is a real living city!". In some ways, I
           | found that worse in 5 vs earlier games because the surface
           | polish is so nice. But then you still can't interact with a
           | lot of it, or the interaction is always the same. Most of it
           | is just pretty set-dressing which falls over once you
           | slightly push it. Which given the scale is not surprising,
           | but it still breaks the immersion if you poke it even
           | lightly. You notice the the AI being somewhat shallow, NPCs
           | having nearly no interactions, ...
           | 
           | And even in the fleshed-out parts, the NPCs relevant for
           | missions, that's all very linear and basically only
           | interacted with for missions.
           | 
           | To slightly exaggerate, it's a good interactive action movie,
           | and a very nice sandbox to do stupid shit with vehicles in.
           | (Don't get me wrong, that's a totally fine thing to be! But
           | it leads to tradeoffs that make other parts shallow)
        
             | ethbr0 wrote:
             | It feels like anything targeted at consoles (so, all AAA)
             | must sacrifice simulation to performance.
             | 
             | In the PC-first era, "Your machine just isn't fast enough"
             | was a viable position for a developer.
             | 
             | But with fixed console specs, there's no "more" to
             | encourage players to upgrade to.
        
               | tumdum_ wrote:
               | When was that ,,PC-first era"?
        
           | syndacks wrote:
           | Most missions: - get to some location (after a cut scene
           | dialogue) - do the task (with some unique element ie kill the
           | character who was fucking someone's wife) - return to the
           | original location
        
             | omnibrain wrote:
             | The "get to some location" part was better in GTA IV. Not
             | only was the dialogue more interesting, there were two sets
             | of dialogue for every mission, so if you falied and had to
             | do the "get to location" part again, you got a whole
             | different set of dialogues. But it seems noone ever noticed
             | and there are almost no mentions of it on the internet.
        
               | pdntspa wrote:
               | That was observed in almost every review I read of it at
               | the time.
               | 
               | Doesn't GTA V do the multiple dialogs thing too? I could
               | have sworn it did.
        
               | omnibrain wrote:
               | That's possible that it was discussed back then, but
               | there are only few ressources (like youtube videos
               | comparing the dialogues) nowadays event mentioning that.
               | 
               | I don't think GTA V does that, driving to missions works
               | differently, there is less dialogue on the way and the
               | "check point" is closer to the actual mission and I even
               | tried to provoke different dialogues by failing missions
               | because I wanted to hear alternate dialogue.
        
             | ajmurmann wrote:
             | 1. Get instruction to go to location X
             | 
             | 2. Make sure to get my super fast car for the inevitable
             | getaway
             | 
             | 3. Drive towards location
             | 
             | 4. Cutscene triggers
             | 
             | 5. Car has been swapped for totally different junk car used
             | by character
        
             | moron4hire wrote:
             | The missions are the least interesting part of the game.
             | Who even plays the missions for any reason other than just
             | to open the locked portions of the map?
             | 
             | EDIT: Also, your description of the "mission structure" is
             | so vague it could apply to any mission-based game,
             | anywhere.
        
               | pas wrote:
               | all my GTA knowledge is from GTA II and a few hours with
               | III, but ... okay, so what do you do after the locked
               | parts are no longer locked?
        
               | DisjointedHunt wrote:
               | Some of my best memories are riding a bike around the
               | environment with the radio on be it in San Andreas or in
               | V, the gameplay and immersion are great for a real life
               | simulation of no rules riding.
        
               | [deleted]
        
               | moron4hire wrote:
               | screw around, race, jump cars, try to find all the hidden
               | junk.
        
               | pas wrote:
               | > find all the hidden junk
               | 
               | Hm, I loved doing that in platformers (most recently Ori
               | and the Blind Forest), but wouldn't associate achievement
               | hunting with GTA, but I'm clearly not familiar with
               | recent GTA games.
        
               | TingPing wrote:
               | I think the hidden content is very boring in GTA V
               | personally. It's an empty world outside of the main
               | story. It's a real shame all additions were online only.
        
               | ajmurmann wrote:
               | +1 What's described here is what I loved in San Andreas,
               | but it's been going down since.
        
               | brnt wrote:
               | Turn on an audiobook, podcasts, music, and drive. Usually
               | begin by going rond the coast.
        
               | danpalmer wrote:
               | The least interesting part of the game? I've played
               | through GTA V ~2.5 times now, I really enjoy the story
               | missions and finding fun side quests to do. The sandbox
               | side of the game is far less interesting to me as it's
               | unstructured.
               | 
               | Sure it's not the most immersive game, real RPGs are much
               | more so, but it's fun. I'm looking forward to playing
               | through another story, finding more funny side quests,
               | etc.
        
               | moron4hire wrote:
               | I don't think I have ever finished any sandbox
               | environment game. I've played several, hundreds of hours
               | into each. Just... happy with just screwing around, bored
               | with being told what to do.
        
               | rowanG077 wrote:
               | I think the mission are the most interesting things in
               | the game. The rest gets boring for me after 30 mins.
               | Precisely because it's so shallow.
        
           | _fat_santa wrote:
           | GTA can be such a wildly different experience based on how
           | you play. You have regular "Online" that's hosted by Rockstar
           | but you also have FiveM which are a bunch of modded servers
           | mostly meant for roleplay.
           | 
           | I hope that Rockstar took a cue from FiveM and incorporates
           | role play into GTA 6 online. I've played on some FiveM
           | servers and it's pretty incredible, there are full servers
           | doing cops and robbers, with mods for everything from writing
           | tickets to police radio only the ones playing the cops have
           | access to.
           | 
           | Compared to GTA Online, it's a wildly different experience.
           | And I hope Rockstar includes something like that in GTA 6, it
           | would honestly help them not have to make so much content so
           | often, make the game robust enough where players can create
           | their own fun. We know it's possible because FiveM did it,
           | and if those guys can do it, Rockstar should have no trouble.
        
             | whatyesaid wrote:
             | Roleplay servers require a lot of human moderation, else it
             | won't be roleplay and it will be trollish and simply like
             | an advanced Cops and Robbers mode. The development isn't
             | the problem. They could make a server listing and make
             | 'FiveM' or 'RageMP' part of the default experience.
             | Although a lot of these servers ask for donations so they
             | may not want to redirect players away from the stuff they
             | sell.
             | 
             | RP goes way back than 5, as a matter of fact there are
             | still active servers for GTA San Andreas Roleplay (SAMP)
             | and of course Arma was popular in the past.
        
               | Stevvo wrote:
               | No, no, no. Roleplay servers do _not_ require human
               | moderation. What all these servers seem to miss is that
               | you should enforce your design objectives through _game
               | design_ rather than moderation and rules. Eve Online is
               | the best example of this; it 's what every role-play
               | server aspires to be. Moderation is minimal; the game
               | takes care of all issues that arise long before human
               | moderation has to get involved.
        
               | behaveEc0n00 wrote:
               | Constraints on software create human reaction
               | constraints; I can't react to behavior that never happens
               | 
               | You're just abstracting "the rules" into "game design"
        
               | bee_rider wrote:
               | Eve Online sort of cheats by being a corporate
               | backstabbing and trade game, the set of actions that the
               | characters might want to take can literally be performed
               | by the players. This seems more like a LARP (just,
               | LARPing as a person using a computer), rather than a
               | conventional videogame where you control an avatar and
               | make it do things. And LARPs are typically a more
               | immersive way of roleplaying.
        
               | whywhywhywhy wrote:
               | >Roleplay servers require a lot of human moderation, else
               | it won't be roleplay and it will be trollish
               | 
               | Lets not forget the regular online is just 3 people
               | chasing you around the map on their hover bikes with
               | rocket launchers no matter what server you end up on.
        
             | chrononaut wrote:
             | I am curious if roleplay servers would self-moderate better
             | if all characters were hardcore. i.e., lose everything and
             | your character if you die, although not if you're arrested.
             | 
             | I wonder if this would even be possible in GTA.
        
         | mhh__ wrote:
         | They will add that stuff, i.e. more than they did with RDR2 -
         | it's inevitable.
         | 
         | Unisoft have done it a fair bit with Watch Dogs, don't think
         | anyone cares that much about it really.
         | 
         | The thing that rockstar are really good at is the world-
         | building - Los Santos just feels so authentic, even if an
         | obvious parody: Even the radio voice actors are so well casted
         | that the voice of non stop pop (Cara Delevingne) is allegedly a
         | cokehead in real life too!
        
           | beckman466 wrote:
           | > (Cara Delevingne) is allegedly a cokehead
           | 
           | can't believe she doesn't like pepsi. smh
        
           | pdntspa wrote:
           | One of my favorite things to do in Watchdogs 2 is just walk
           | around calling in arrests and assassinations on opposing
           | factions and watching how ridiculous the fireworks get.
        
         | raydev wrote:
         | You've described exactly what I _don 't_ want from GTA.
         | 
         | GTA 4 and 5 were my favorite games. There's enough depth from
         | the story and gameplay for me to have sunk so many hours of my
         | life into them.
         | 
         | I just want better graphics, more pedestrians/NPCs, way more
         | vehicle traffic, and cheat codes to disable the police when I
         | get bored and want to blow stuff up.
        
         | neilv wrote:
         | GTA V at launch did have stock exchanges you could trade on,
         | and I'd gotten the impression these were going to be a bigger
         | game mechanic in future updates to the game, but then I never
         | heard more.
         | https://gta.fandom.com/wiki/Liberty_City_National_Exchange#C...
         | 
         | The GTA San Andreas gang turfs, with the aggro rival gang
         | members who'd start trouble when you were minding your own
         | business, were one of my favorite parts of the game.
        
           | omnibrain wrote:
           | They broke the game by themselves, because Franklin was
           | intended to be broke, like you expect someone with his
           | background to be, but for some reason (preorder bonus or
           | somehing similar) you immediately receive a huge amount of
           | ingame money after the game starts. Totally breaks the
           | beginning.
           | 
           | That was way better in GTAIV where you constantly struggled
           | for money and only after the big bank job became somewhat
           | flush.
        
           | kotaKat wrote:
           | They abandoned basically most single-player content if only
           | because GTA:Online was their cash cow.
        
             | aaaaaaaaata wrote:
             | Billions of dollars can't be wrong, it was obviously the
             | better game experience! /s
        
             | raydev wrote:
             | The free money didn't hurt but I don't think GTAV's
             | stagnation was that cynical.
             | 
             | Two or three top people behind GTA left RockStar, and the
             | first heist was delayed by _years_ presumably by technical
             | difficulties.
             | 
             | The lack of updates/progress, for years, implies internal
             | disruption more than anything, and GTA6 development likely
             | started up a couple years ago.
        
             | omnibrain wrote:
             | Yes, even large parts of the map went unused in single
             | player.
             | 
             | And the heists mechanic was seriously underused. Just when
             | you got the hang of it, it was the last heist in the story.
             | I would have paid money for a DLC bringing more heists.
        
               | aaaaaaaaata wrote:
               | > even large parts of the map went unused in single
               | player.
               | 
               | They intentionally wanted to leave space for the player
               | to explore in that release.
               | 
               | > I would have paid money for a DLC bringing more heists.
               | 
               | They had promised this Half-Life 3 style for
               | years....dirtbags!
        
           | Animats wrote:
           | As in real life, players could make far more money on the
           | stock exchanges than by street crime. Stocks responded
           | strongly to events in the game world after they occurred, so
           | as soon as you knew something was going down, making the
           | proper investment was a pretty sure win. That broke the game
           | balance.
        
         | crazygringo wrote:
         | GTA isn't where you go to for innovations -- its DNA is pretty
         | set in stone, and judging from its economic success, it's DNA
         | is great.
         | 
         | Presumably it's just going to be another (revisited) location,
         | better graphics/animation/AI, stories are getting more complex,
         | even bigger maps with even more side missions and discoveries,
         | and probably another leap in terms in realism of NPC's -- much
         | like RDR2 lets you have (elementary) conversations with
         | virtually everyone, and NPC's follow much more realistic entire
         | "paths" and activities during the day.
         | 
         | GTA has always been about unparalleled breadth, not depth. Deep
         | and narrow is the DNA of other different types of games. And
         | nobody has the resources to to deep _and_ broad. GTA 's breadth
         | and shallowness is its defining feature, not its problem.
        
           | fibonacc wrote:
           | Perhaps people have been seeking a more generational leap but
           | from the footage you are correct, they just iterated on top
           | of what worked, and likely have thousands of hours of insight
           | into what sells.
           | 
           | I was hoping that they would at least upgrade the graphic
           | side of the things, it does seem like from this video, that
           | it could easily be just another DLC.
           | 
           | Think after I saw that Matrix demo from Unreal Engine, that
           | trend would carry on into city roaming sandbox games.
           | 
           | Still can't wait to pick up this game in 2 to 3 years when
           | all the bugs are fixed and they have a discount.
        
             | kennywinker wrote:
             | With Moore's law over, I wouldn't expect huge leaps and
             | bounds in graphics again any time soon. Expect incremental
             | improvement, and honing in on the details that matter to
             | immersion. I for one find graphics "good enough" for the
             | most part, and I'd would rather the budget go into NPC AI,
             | character movement, and storytelling.
        
               | oefnak wrote:
               | Why would you think Moore's law is over?
        
               | kennywinker wrote:
               | Because people in the know have been saying it's dead for
               | a while. E.g.
               | 
               | https://www.technologyreview.com/2016/05/13/245938/moores
               | -la...
               | 
               | https://www.cnet.com/tech/computing/moores-law-is-dead-
               | nvidi...
        
               | sebzim4500 wrote:
               | Moore's law has been 'over' for ages, it hasn't stopped
               | video games graphics improving substantially between
               | console generations.
        
               | kennywinker wrote:
               | Ages? I think it was about 2016 when people started
               | credibly saying it's over. So, that's 8 years ago, which
               | is about how long i think it took for the high end to
               | trickle down to affordable. The graphics difference
               | between a ps4 and a ps5 are... noticeable, but not
               | shocking, and they were released in 2013 and 2020
               | respectively.
        
         | capableweb wrote:
         | > It'll be interesting to see what kind of innovations Rockstar
         | is able to come up with for the next GTA, nothing stands out to
         | me from these development leaks.
         | 
         | I just saw the video quickly, without viewing it all. But the
         | added interaction menu (multiple choices, one was "Rob") seems
         | like it'll add a lot of interactivity to the world. AI seems to
         | have much more complex behavior as well, which would add even
         | more "life-like" feel to the game and again, more
         | interactivity.
         | 
         | But, this is a early development build, those could just be
         | prototypes that won't make it into the final game. Certainly a
         | lot of new features are also not shown in the video.
         | 
         | Don't think Rockstar would work and release a GTA that is just
         | a minor improvement on the previous version, they always make
         | leaps when it comes to quality of GTA releases.
        
           | TingPing wrote:
           | You could rob places in every game since San Andreas. It was
           | never interesting.
        
             | aaaaaaaaata wrote:
             | You could point a gun at a person (on street, clerk, etc),
             | and it would trigger a fear response of running, or
             | shitting out some algorithmically decided amount of money.
        
             | capableweb wrote:
             | Yeah, by pointing the gun at them. If you look at the
             | videos again, it seems like looking at a person brings up
             | multiple alternatives, one of them being to rob them, but
             | seemingly there will be other options as well.
        
         | Waterluvian wrote:
         | I found that added systems, like survival stats, to Red Dead 2
         | distracted from the incredible story. I think I just want a
         | mature, emotionally deep story from Rockstar games. GTA5 got a
         | bit close, but RDR2 proved they're fully capable of making a
         | masterpiece story.
        
           | capableweb wrote:
           | GTA always been "kind of serious but mostly comedy and
           | sarcasm/parody" and RDR always been "This is deadly serious"
           | so the stories will reflect that. I wouldn't assume GTA will
           | have as serious story as RDR2 had.
        
             | Waterluvian wrote:
             | That's a good point. Perhaps I'm just opining that I wish
             | for a deadly serious game in modern times. Not post
             | apocalypse. Not historical.
        
               | honkdaddy wrote:
               | I'd play that game too. It'd be dark, controversial, and
               | a political minefield, but I think a story-driven FPS set
               | in a civil warring 2030 America would be awesome. The
               | usual stories in CoD or Battlefield of USA military vs
               | insurgents who are vaguely slavic or vaguely middle
               | eastern have gotten stale for me - I'd love to see what
               | game designers think all-American militia battles in NYC
               | or Miami could feel like.
               | 
               | Again, it'd be super controversial and will probably
               | never get made, but I'd play a game like that.
        
               | [deleted]
        
               | inc3pt wrote:
               | If you haven't tried it yet, I think Far Cry 5 fits your
               | desired description somewhat. I only played it for the
               | first time recently despite it coming out several years
               | ago and it was a little "too real" at times.
               | 
               | It has over the top moments (like GTA) but I think the
               | story is compelling and it's not hard to see the
               | parallels to modern day groups and events.
        
           | whywhywhywhy wrote:
           | RDR2 didn't have survival stats, you could eat and stuff but
           | it didn't matter and just buffed you.
           | 
           | Personally I'd have preferred it if i I had to eat and had to
           | set up camp for the night. That level of roleplaying really
           | helps the world feel tangible for me.
        
             | bee_rider wrote:
             | The food system in Valheim was the best I've ever seen. It
             | isn't really survival, you don't _have_ to eat to stay
             | alive, but it gives you significant enough buffs that it is
             | basically required for anything past the easiest fights.
             | But your character is basically functional without food
             | (you can walk around your base and do stuff; you won 't,
             | like, slowly die).
             | 
             | Too many "realistic" food systems feel like a tedious
             | system to be engaged with just to avoid punishment. This
             | somehow feels more like a reward.
        
         | spaceman_2020 wrote:
         | I hope its like RDR2, but in a modern city.
         | 
         | For me, RDR2 remains the benchmark for what kind of immersive
         | experience a game can create. Nothing has topped it so far.
        
           | iLoveOncall wrote:
           | I think they overdid it and it did not serve gameplay well.
           | 
           | I played a lot of GTA V but in RDR 2 the character is so slow
           | that moving or interacting with anything is a chore. I
           | stopped playing after 5ish hours and that was the only
           | reason.
           | 
           | Gameplay is more important than immersion.
        
             | wil421 wrote:
             | Echo the same about RDR2. The controls were wonky and the
             | character very slow. Not to mention all the times I
             | accidentally did something to piss off the townspeople.
        
           | cjf4 wrote:
           | I started out thinking RDR2 was immersive, but the theme park
           | ride on rails main plot missions absolutely killed it, and
           | diminished all the cool world stuff they did.
        
           | sergiotapia wrote:
           | I hope it's not. I had to stop playing RDR2 after about 4
           | hours when I realized what a slog it was to do anything in
           | that game. Even walking was clunky in the name of "realism".
           | Please no more of that.
        
             | thiht wrote:
             | Agree. RDR2 might be the most boring game I've ever played.
        
           | holoduke wrote:
           | For me the witcher3. Story telling and immersivity is just
           | great.
        
         | DonHopkins wrote:
         | >Imagine if it included more realistic elements like economics
         | and persistent characters. You could decide you have a vendetta
         | against Bob and steal his cheese every time he goes out
         | shopping for groceries. Heck, you could become the cheese
         | kingpin and monopolize access to cheese. Although a more
         | thematic approach would probably have to do with drugs, which
         | doesn't seem like too far of a bridge to jump considering the
         | game genre.
         | 
         | The fun thing about playing video games is how easy it is to
         | imagine yourself a video game designer who could easily
         | criticize any other game's design and implementation while
         | easily designing and implementing an even more fun more
         | beautiful easier to play game that everyone would want to
         | easily play so much they would easily spend more than enough
         | money on it to easily pay you to quickly and easily implement
         | on time and on budget.
        
         | ajmurmann wrote:
         | What you describe is what I've wanted ever since San Andreas
         | which to me was the high point in open gameplay for GTA. Ever
         | since I played that in college while working on a thesis on
         | machine learning I've been fantasizing about building a fully
         | autonomous NPC system that leads to fully emergent behavior
         | from individual to societal level, including the NPCs shaping
         | the world to their needs by constructing dwellings, fields etc.
         | Every character would have skills that adjust based on their
         | behavior, basic maslov needs and would act based on that and
         | utilizer the environment to fill the needs. Between characters
         | relationship values would exist and they can exchange
         | information and have something like gossip. Being dropped into
         | a world with these dynamics as a player would to me be the most
         | fun game imaginable. I always shied away from actually building
         | this because I felt that the route to profit is longer and
         | riskier than your average web app side project and I wanted to
         | use my very limited side project motivation and energy on
         | something serious. Maybe that was a mistake since I'm really
         | passionate about this idea and probably would have put way more
         | time in for this than anything else...
         | 
         | That side, I think GTA has been moving further away from this
         | vision since San Andreas. San Andreas had a ton of stuff to do
         | outside the main missions. GTA IV frustrated me because it kept
         | feeling like player choice was secondary to telling their
         | story. I was so upset when I lost my original apartment when
         | buying a new one. In SA collecting all the houses was a driving
         | motivator for me. And V just got rid of so much in single
         | player to prioritize online which I couldn't care less about.
        
           | whywhywhywhy wrote:
           | > And V just got rid of so much in single player to
           | prioritize online
           | 
           | I couldn't really play V post completing the game, I'm
           | actually convinced it was completely broken and I'm surprised
           | more don't talk about it.
           | 
           | Whenever you respawned the cars that are driving around you
           | would always be the same no matter really where you were and
           | it felt like once they were spawned it struggled to have
           | memory slots to spawn in any others so really all that was
           | available were that 4x4 and a few others. I had a theory that
           | the car spawning seed was derived from the mission state
           | somehow so it was always using the same seed in the post-game
           | and because Online was the priority they never bothered
           | fixing it or noticing.
           | 
           | If you drove around for 15 minutes you started getting more
           | cars in the pool but the cops were so aggressive and psychic
           | the game just wasn't much fun anyway.
        
           | NickC25 wrote:
           | >* And V just got rid of so much in single player to
           | prioritize online which I couldn't care less about. *
           | 
           | This! I thought GTA V's single player was way too short. I
           | love online gaming, but I never enjoyed the multiplayer GTA -
           | the whole point of GTA to me was exploring a massive map and
           | finding tons of little easter eggs the developers
           | left....well, that and seeing how long I could go with 5
           | wanted stars and unlimited ammo.
           | 
           | A map as large as GTA: SA, GTA IV or GTA V is much more fun
           | when explored individually, not with 100 other people
           | simultaneously (especially when some of those 100 people are
           | there to troll everyone else and do stupid things that ruin
           | the experience for everyone else).
           | 
           | Shame Rockstar made so much money with GTA Online, to the
           | point where developing it out for over a decade was more
           | worth it to them than building the next GTA. I think the
           | PS4/XBONE console generation was the first generation to not
           | have a GTA title built for it. It's literally just a slight
           | graphical improvement over the PS3/X360 release. Same goes
           | for the PS5/XSX release. Nothing new added.
        
         | kenjackson wrote:
         | GTA is fairly shallow? IMO it seems like one of the richest
         | experience games I've played. It's shallow in its blatant
         | materialism, but that's part of the point of the game.
        
           | MichaelCollins wrote:
           | Compared to San Andreas, GTA V's single player RPG elements
           | were about as deep as a puddle. I've heard RDR2 was much
           | better in this regard though, so maybe there is hope for GTA
           | VI.
        
           | koheripbal wrote:
           | They mean "shallow" as in there is no interesting story line.
        
             | phillryu wrote:
             | I interpreted it more about its game design - GTA is about
             | a giant sprawling city come to life as an interactive
             | playground, one way you can think of it is most genres of
             | games are represented within it. (Story game, single
             | player, online semi MMO, anarchy sandbox simulator, life
             | sim, racing, deathmatch shooter, gambling game, sports
             | game, Crazy Taxi, flying, etc.) But that also means fans of
             | those individual genres looking mainly for that specific
             | experience within it will be disappointed by the lack of
             | depth or richness compared to games that focus purely on
             | that one genre vs all at once. That said this is probably
             | the most expensive game ever made, so they are also able to
             | invest surprising depth into each of these 'genres' despite
             | it all. And I guess that is one reason why GTA V (previous
             | in the series) has sold something like 150 million copies -
             | it's a very different game to many groups of these
             | customers but still satisfying.
        
             | kodt wrote:
             | GTAV had an interesting story. At least as far as video
             | games are concerned.
        
               | Bayko wrote:
               | Right? It was literally lauded for it's sp story line.
               | Like I wonder if these guys type for the sake of
               | typing...
        
       | phatfish wrote:
       | "Part 2" is here: https://www.youtube.com/watch?v=1ujhGmSImQg
        
       | staticassertion wrote:
       | Kinda nice that someone's going around showing how shitty the
       | average company's security is. Not that I outright _support_
       | crime, but it 's good to have these anecdotes to point to -
       | silver lining, I suppose.
       | 
       | There's really only so much you can say about a company's
       | security through a bug bounty. You can't show how devastating a
       | vuln would be, you're stuck on the perimeter, etc. It leads to
       | companies improving appsec a lot, which is great, but everything
       | else is still weak.
        
         | mkl95 wrote:
         | Yup. The average company lets their employees paste credentials
         | on Slack, email them, etc. and they are allowed to be things
         | like "password". The challenge is not really to hack them, is
         | being willing to do it.
        
         | guerrilla wrote:
         | > Kinda nice that someone's going around showing how shitty the
         | average company's security is. Not that I outright support
         | crime, but it's good to have these anecdotes to point to -
         | silver lining, I suppose.
         | 
         | Remember lulzsec? If not, I think you would have liked that
         | drama.
        
           | staticassertion wrote:
           | Oh yeah, for sure. It seems like antisec has taken a
           | significant back seat to bug bounties and the like.
        
       | Insanity wrote:
       | I loved GTA as a teenager, messing around in III or SA with
       | cheats. Spawning random crap and having a huge sandbox to play
       | in.
       | 
       | Guess I did grow out of that, as neither IV nor V managed to keep
       | my interest for more than a few hours.
        
       | mhh__ wrote:
       | Seems legit to my eyes.
       | 
       | Game engine looks like an upgraded GTA V, UI is apparently
       | authentic rockstar.
        
         | DonHopkins wrote:
         | Yes, I love that user interface design style. I predict it will
         | have an ironic resurgence. Some day "Flat Design" will fall out
         | of fashion and all iPhones and Android devices will look that
         | way, mark my word!
        
         | moffkalast wrote:
         | Interesting that they're still using what seems like GTA 5
         | assets but I suppose it makes sense to use them as placeholders
         | while working on story and gameplay, while the art teams churns
         | the new ones out.
        
       | mtlmtlmtlmtl wrote:
       | Hopefully it has a good single player mode. I have no interest in
       | GTA online or any other online game for that matter. Gaming for
       | me is about escape and immersion, not toxic interactions with
       | others which is 90% of what I got when I tried GTA online.
        
         | koheripbal wrote:
         | I did not see much evidence of story line anywhere in the leak.
         | It looked entirely like resource collection and vanilla game
         | mechanics.
         | 
         | No checkpoints were visible even. I think it's far more likely
         | that this game will be about "open world" and "multiplayer"
         | combat and driving mechanics, centered around resource
         | collection.
        
           | hoffs wrote:
           | Or you know, most early stage development is about making the
           | game work before actual story is built
        
             | koheripbal wrote:
             | That's not been my experience. Typically both are developed
             | in parallel. The integration of the story into the dev
             | build might come later, but certain entities that enable
             | story development should be there. Things like checkpoints,
             | non-background characters, locations/state driven events,
             | unique items and environments, etc... What I saw in this
             | leak did not include anything that - it all seem generic,
             | and that pile-o-cash loot item highlights what the mission
             | reward system is going to be like.
        
         | ChildOfChaos wrote:
         | Hope so too, but online is such a cash cow for companies they
         | often don't care much about the single player experience
         | anymore
        
           | [deleted]
        
         | ErneX wrote:
         | It has a full campaign, don't worry.
        
           | mtlmtlmtlmtl wrote:
           | That's good. I've been worried with all the GTA Online ads
           | I've been seeing lately that they were gonna go all in on it.
        
           | throwaway743 wrote:
           | Hopefully side activities too. One feature I wish they'd
           | bring back are the turf wars from San Andreas.
           | 
           | Personally felt like it was almost a bigger calling to than
           | the missions. The reward felt greater as it gave the sense of
           | ownership and expanding one's territory/empire, which also
           | gave the benefit of not stressing about being taken out by a
           | gang during missions.
           | 
           | Either way, can't wait to see what they have to present.
        
       | midislack wrote:
       | Kyle, the Kenosha Kid, is set to be a villain in this
       | installation! Take THAT lol.
        
       | miyuru wrote:
       | link to the leak:
       | https://gtaforums.com/topic/985481-gta-6-americas-leak-90-mp...
        
         | atfzl wrote:
         | The person who posted the link says they were the one who broke
         | into Uber recently.
         | 
         | > My previous work:
         | https://www.nytimes.com/2022/09/15/technology/uber-hacking-b...
        
           | Bayart wrote:
           | > The hacker, who provided screenshots of internal Uber
           | systems to demonstrate his access, said that he was 18 years
           | old and had been working on his cybersecurity skills for
           | several years. He said he had broken into Uber's systems
           | because the company had weak security. In the Slack message
           | that announced the breach, the person also said Uber drivers
           | should receive higher pay.
           | 
           | Seems like a nice kid. I hope he doesn't get caught in
           | litigations.
        
             | i_like_apis wrote:
             | Screw that kid.
             | 
             | Not even grey hat activity.
        
             | 10x_contrarian wrote:
             | They also apparently posted the n-word in company chat and
             | redirected all internal tools to a graphic shock image.
             | Nice kid indeed.
        
             | KronisLV wrote:
             | > I hope he doesn't get caught in litigations.
             | 
             | If you ever discover vulnerabilities, responsible
             | disclosure seems like the only way to _try_ to keep
             | yourself out of trouble and even then only if ignorant
             | people in the company /lawmakers won't misconstrue what has
             | happened and want to put you in jail regardless.
             | 
             | Going on the company Slack, announcing that you're a hacker
             | who has stolen data and finishing your messages with
             | something negative about the company does not seem to be a
             | good way of doing that:
             | 
             | > Hi @here
             | 
             | > I announce i am a hacker and uber has suffered a data
             | breach.
             | 
             | > Slack has been stolen, confidential data with Confluence,
             | stash and 2 monorepos from phabricator have also been
             | stolen, along with secrets from sneakers.
             | 
             | > #uberunderpaisdrives
             | 
             | That feels like opening yourself up to being treated as a
             | criminal, especially if you post about it elsewhere (like
             | social media) and the "breach" gets attention, which might
             | negatively impact the stock price of the company in
             | question.
             | 
             | It's good that many companies out there have bug bounties
             | and hopefully InfoSec will be improved as a consequence of
             | this, but there are better ways about achieving the same
             | result, without putting yourself at so much risk.
        
               | boltzmann-brain wrote:
               | It should be clear that the user you're replying to was
               | using humor.
        
               | that_guy_iain wrote:
               | Well, considering what they did was a crime. Being
               | treated like a criminal seems fair.
        
               | KronisLV wrote:
               | Indeed, which is unfortunate, since there already is a
               | better way to go about this (in most cases):
               | https://hackerone.com/uber?type=team
               | 
               | Except for the social engineering aspect, in regards to
               | acquiring the credentials, however.
               | 
               | Which makes the situation even more problematic.
        
               | parkingrift wrote:
               | This kind found a power shell script on a shared drive
               | with plain text admin credentials to practically every
               | internal Uber system. How exactly is anyone supposed to
               | submit a bug bounty for that?
        
               | that_guy_iain wrote:
               | I'm not sure why people are acting like this was anything
               | but a criminal act that was from beginning to end
               | anything but a security researcher.
               | 
               | Just because it was a teen whole wrote that they stole
               | things.
        
               | [deleted]
        
               | 878654Tom wrote:
               | I sometimes do these bug bounties and some of these are
               | just...
               | 
               | I mean Uber critical max payout is... $15.000. These are
               | bugs that leak out client data and could possible damage
               | the company for millions. I've had companies that argued
               | with me that loss of client data wasn't critical but
               | minor. Some even just give a bounty of $250.
               | 
               | Not that this excuses the behavior of hackers leaking
               | confidential data but companies easily pay millions for
               | anti-virus software that only detects well-known viruses
               | but skimp on zero-days in their own software.
        
           | Tiberium wrote:
           | I am kind of skeptical - the original author of the GTA 6
           | leak left a Telegram username to contact him, but that
           | Telegram account was only registered today/yesterday (ID
           | 5731422660), so it might as well be someone else who's trying
           | to impersonate that Uber hacker.
           | 
           | Or it could simply be that his older account got
           | lost/blocked/something else so he made a new one :)
        
         | honkdaddy wrote:
         | Wow, I can't believe the amount of skepticism and hate the guy
         | initially got! He posts what will end up being a historically
         | important leak that'll hit the mainstream news, and the first
         | comment is "Sorry bud no pic no click".
         | 
         | Gamer forums can be a prickly place, haha.
        
           | oldstrangers wrote:
           | That was actually an entertaining ride. Watching the initial
           | doubt and skepticism slow turn into realization and fear.
        
           | _joel wrote:
           | Well, fake leaks aren't exactly uncommon.
        
       | LinuxBender wrote:
       | Will GTA VI address the massive security issues around the game
       | client and their community databases that exist in GTA V? Will
       | players have to use mod menu's to avoid being crashed, booted,
       | doxxed, insta-killed and their internet connection reset?
        
         | 2OEH8eoCRo0 wrote:
         | I remember pissing somebody off so much that they ddosed my
         | friend and I but they didn't have the bandwidth to do both at
         | the same time. Our home internet connections took turns being
         | knocked offline for a few hours.
         | 
         | It's funny how ready some people are to commit federal crimes
         | over a multiplayer game.
        
           | SebastianKra wrote:
           | GTA Online seems to encourage a very unusual kind of
           | contempt. Rage in games is not uncommon, but here it's as if
           | it's the default mode of play.
           | 
           | PvP usually starts out of spite (eg. Player A kills Player B
           | out of boredom) and then turns into pissing matches over who
           | has bought the most expensive toys. The end-game is literally
           | a Microtransaction that instantly kills anyone for 7EUR real
           | Money.
        
       | activitypea wrote:
       | I hope that color pallette is not representative of the final
       | game. The washed out gray and light browns don't really scream
       | "vice city" to me.
        
       | czottmann wrote:
       | Isn't this worthless without the somewhat ham-fisted social
       | commentary of the actual game?
        
       | that_guy_iain wrote:
       | I just hope this doesn't result in them rushing it out to launch.
       | Rushing games (or any software product) to launch just results in
       | a crappy product that no one wants to use and needs lots of work
       | to make it a product ready to be used.
        
         | capableweb wrote:
         | Well, if it's something Rockstar is not famous for, is rushing
         | out releases. GTA V was released in 2013 and they probably
         | started working on GTA VI right at launch if not before that.
         | So rest assure, it doesn't seem rushed.
         | 
         | Besides, most if not every game looks like trash until just
         | ahead of proper launch, that's just the state of game dev.
        
           | that_guy_iain wrote:
           | To be fair, Projekt CD weren't famous for it either but it's
           | becoming a much larger trend and the last release from
           | Rockstar for GTA that I remember was widely considered
           | rushed.
        
             | MichaelCollins wrote:
             | As I recall, Projekt CD had a few sleeper/cult hits, all of
             | which were very buggy, and then a single run-away success.
             | After that single mainstream hit, they promised the Moon
             | for their next release and got bit by the overhype they
             | created.
             | 
             | Rockstar on the other hand has been making consistent hits
             | again and again for years, without overextending
             | themselves.
        
             | capableweb wrote:
             | Projekt CD always had buggy releases, remember how The
             | Witcher 3 was at release?
             | 
             | In comparison, last big release Rockstar had was Red Dead
             | Redemption 2, and I don't think anyone would call that game
             | rushed in any way, it was very polished at launch.
        
               | that_guy_iain wrote:
               | Last release they did was re-releasing the GTA games
               | which was not polished at all. And they were just re-
               | releasing.
        
               | capableweb wrote:
               | I wouldn't call that "a big release" and also, Rockstar
               | was not the developer of that re-release AFAIK, merely
               | the publisher.
        
         | chippiewill wrote:
         | Even in an optimistic scenario GTA VI is two years from
         | release. Rockstar won't feel at all pressured to rush something
         | out.
        
           | that_guy_iain wrote:
           | It's very possible they look to release late next year.
        
       | classified wrote:
       | I wish they made a Mac release again, like in the old days.
        
         | xbiitx wrote:
         | cam my m1 macbook air handle gta5
        
         | raihansaputra wrote:
         | I'm really hoping Mac gaming will get better in the next few
         | years. The graphic horsepower is already available, now the
         | limits are for games to be released for Mac and ideally
         | compiled for ARM and implement the Metal graphics API.
         | Unfortunately for now Fortnite is not releasing any new version
         | due to their feud with Apple and CS:GO is still running through
         | Rosetta 2. DotA 2/LoL is already running great AFAIK.
        
           | yolo3000 wrote:
           | Dota 2 running great? Far from it. Maybe it's running ok on
           | the M1s or newer. I play on my macbook but with most graphics
           | set to minimal despite having a dedicated gpu.
        
           | unpopularopp wrote:
           | WoW also has Apple Silicon support from day 1
        
           | ricardobeat wrote:
           | As a long time Mac user my advice is to stop hoping. It's
           | been a decade of promises, and while you can get pretty
           | decent games from the App Store right now, they are not
           | interested in catching up to PC or console any time soon.
        
           | sofixa wrote:
           | The Mac gaming market is miniscule, and requires special
           | special care (different arch _and_ APIs) . It 's highly
           | unlikely many game developers will choose to spend that time
           | and money.
        
         | FractalHQ wrote:
         | Bootcamp windows installations on MacBooks run windows (and
         | games) better than any PC I've owned.
        
       | raydiatian wrote:
       | Theory: GTA will become the actual metaverse.
        
         | mhh__ wrote:
         | Fortnite basically already is _a_ metaverse (i.e. kids meet at
         | the weekend in Fortnite)
        
           | spaceman_2020 wrote:
           | To be fair, HN, too is a metaverse of its own
           | 
           | My real name is not really Spaceman, and I don't really talk
           | like this in the real world all the time.
           | 
           | Every social profile exists in its own little meta space
           | where you might not exactly be who you are irl.
        
         | cm2187 wrote:
         | The metaverse will be the graphics of gta combined with the
         | civility of twitter
        
           | raydiatian wrote:
           | As long as it has single player mode
        
             | ok_dad wrote:
             | Even GTA online has single player mode now!
        
           | ok_dad wrote:
           | The civility of Twitter would be an improvement to the
           | civility in GTA online, bud.
        
       | kybernetyk wrote:
       | I'll only play it when you can enter any building. This was a
       | bummer in GTA V online mode. Only a few buildings were open.
        
       | neilv wrote:
       | I'm guessing it might just be current GTA look&feel, not, say,
       | some dramatic jump in realism or mechanics.
       | 
       | I hope GTA Online grows (e.g., the world grows, to include
       | Liberty City), with characters and their stuff carrying over.
        
         | koheripbal wrote:
         | Stories. It needs good stories.
        
       | Stevvo wrote:
       | I feel real bad for Rockstar. So many people have put so much
       | work into this for so many years only for it to leak out in this
       | form is a real shame.
       | 
       | I guess their only recourse is to get a trailer out asap to show
       | the game how it was intended to be seen.
       | 
       | Leaker claims to be the same guy that hacked Uber.
        
         | usrusr wrote:
         | Gives them free attention of a kind they could never buy no
         | matter how many millions they'd throw at it. Perfectly
         | complements the kind of attention they _can_ buy. Difficult to
         | imagine a company suffering less from a security breach.
        
           | ErneX wrote:
           | I don't think that's entirely true.
           | 
           | This will disrupt development for some time, they need to
           | figure out what has leaked (seems the hacker also took code
           | from GTA V and VI), what changes they need to make to their
           | systems to prevent this again.
           | 
           | This will probably delay the release date of the game.
           | 
           | edit: fixed typo.
        
             | MichaelCollins wrote:
             | Why should game programmers need to pause their development
             | for the security investigation to proceed? It's not as
             | though Rockstar's game programmers are also the private
             | investigators; the people who investigate the leak won't be
             | the programmers and artists who are making the game. I'm
             | sure they'll get interviewed during the investigation, but
             | that's no more than a few hours of their time wasted.
        
               | ErneX wrote:
               | If this guy really has the source code of both 5 & 6 this
               | obviously will add more development time. This one of the
               | biggest games specially due to its online functionality,
               | if bad actors have code related to that it's no bueno.
        
         | rwmj wrote:
         | It doesn't detract from the value of the final game, and may
         | even be a bit of unintentional viral marketing (I had no idea a
         | new game was in development). Could be good for Rockstar?
        
         | Sakos wrote:
         | I don't see how it's a shame. How does it ruin anything at all?
         | I think it's extremely weird how we're so deferential to the PR
         | departments of these billion dollar companies. It's not like
         | the video puts it in a bad light either. It's just footage of
         | development, which is the type of stuff that never gets out
         | after a game is released and is important for historical
         | preservation. Honestly, I'm tired of companies being so tight-
         | lipped about game development in general, so seeing something
         | like this is awesome.
        
           | oxff wrote:
           | My thoughts too.
        
           | ErneX wrote:
           | Read this thread:
           | 
           | https://twitter.com/charalanahzard/status/157141520154692403.
           | ..
        
             | m1gu3l wrote:
        
               | ErneX wrote:
               | Feel free to disagree but imo she's right.
               | 
               | GTA makes billions yes, but it's people working on those
               | games, they want their work to be seen the best way
               | possible not because someone got into their systems and
               | decided to leak it. Specially with games like this with
               | years of development.
        
               | MichaelCollins wrote:
               | I don't think she's right; she says leaks are awful for
               | excited fans but I'm an excited fan and it's not awful
               | for me. She's speaking in sweeping generalities, speaking
               | for people who aren't her. This video didn't give me any
               | expectations for GTA VI that weren't already obvious;
               | e.g. it will be a 3rd person game where I can commit
               | crimes.
        
               | permo-w wrote:
               | do you genuinely think that coders for gta VI are going
               | to care that their work got seen before it was finished?
               | how vain do you think these people are?
        
               | ErneX wrote:
               | Of course they care, this is bad for the devs and the
               | company:
               | 
               | https://twitter.com/jasonschreier/status/1571489679534608
               | 384
        
             | DonHopkins wrote:
             | A leak?!? Oh my! Butler, fetch me my fainting couch post
             | haste -- I do think I am becoming overwhelmed with a case
             | of the vapours!
             | 
             | The original Star Wars wouldn't be Star Wars without all
             | the behind-the-scenes photos and film they "leaked". As I a
             | kid, and still now, I cherish that stuff, and it makes the
             | franchise so much more valuable.
             | 
             | https://www.empireonline.com/movies/features/star-wars-
             | behin...
        
           | KVFinn wrote:
           | Might take a few months of dev time just dealing with the
           | legal and security issues from the source code getting
           | hacked, games use a ton of middleware from many different
           | companies.
           | 
           | >The guy with the data/source code for that game is just on
           | forums taking requests like a reddit AMA, searching the
           | source code then pulling up what people ask for. One guy just
           | asked him to send him some code related to an ongoing court
           | case vs TTI, and he just did it.
           | 
           | >Turns out the guy asking him to scour the source code is one
           | of the GTA5 cheat makers R*/TTI is suing lmao.
           | 
           | https://twitter.com/APZonerunner/status/1571411248390242307
           | 
           | >I don't see how it's a shame. How does it ruin anything at
           | all?
        
           | cm2187 wrote:
           | Also the main commercial reason to keep secrecy is to not
           | cannibalise your existing products by creating an expectation
           | that if the customer holds on a little more on a purchase...,
           | but gta5 is almost 10 years old now.
           | 
           | As for the environment, the videos I looked at don't reveal
           | much anyway.
        
           | ErneX wrote:
           | Bungie had some of their staff doxxed and threatened, so I
           | kind of understand why they just decide to not share stuff
           | ahead of time:
           | 
           | https://www.polygon.com/23282211/bungie-
           | destiny-2-communicat...
        
             | password1 wrote:
             | People on twitter are already sharing Linkedin profiles of
             | employees connected to the recorded videos, asking for more
             | or acting like they found the leaker. Which is absolutely
             | idiotic since the video were stolen from Slack and the
             | people who recorded them have nothing to do with the leak.
        
         | mhh__ wrote:
         | They'll make billions regardless of the games quality on launch
        
         | flohofwoe wrote:
         | Why? This is what all work-in-progress game development looks
         | like, there's absolutely nothing to be ashamed of.
         | 
         | IMHO there should be much more WIP material like this in the
         | public, published by the game developers themselves. Too many
         | people think that games just spring into existance, without a
         | clear idea how game development actually works.
        
           | troad wrote:
           | In my (gamedev) experience, a huge part of the appeal of
           | games is the illusion there's more than meets the eye. Most
           | gamers want to suspend their disbelief and let their
           | imagination run rampant; they can react very poorly to seeing
           | behind the curtain.
        
             | Sakos wrote:
             | This is an issue that the industry itself has caused. It's
             | a self-inflicted wound. Companies never show footage like
             | this, so gamers don't know what games look like during
             | development. Then they get disappointed by footage like
             | this or early looks that don't look absolutely mindblowing.
             | If companies were more open about development, this
             | wouldn't be a problem.
             | 
             | > a huge part of the appeal of games is the illusion
             | there's more than meets the eye. Most gamers want to
             | suspend their disbelief and let their imagination run
             | rampant
             | 
             | This is complete nonsense.
        
               | [deleted]
        
               | [deleted]
        
               | [deleted]
        
             | honkdaddy wrote:
             | I felt a similar way after playing and tweaking lots of
             | Mario 64 and OoT mods. Obviously I still love the games
             | with all my heart, but getting to play it at so many
             | different levels of polish and playability definitely
             | allows the 'Wow - Perfection' feeling to fade a bit. I
             | think playing an alpha version or poorly modded copy of a
             | game like Amnesia: Dark Descent would totally kill the
             | atmospheric creepiness which made the game so well
             | received.
             | 
             | I guess it's a bit like watching the BTS of something like
             | the LotR trilogy. When you get to see all the orcs in full
             | makeup just goofing around with the rest of the film crew,
             | it means when you see them later in the real movie, you
             | can't help but be reminded they're just people in great
             | makeup. Keeping up that illusion in game dev must be
             | enormously important.
        
             | raydev wrote:
             | I don't think this is how people view games anymore. Look
             | how at phrases like "t-pose" and "hitbox" and "clipping
             | through" are used among regular (non-nerd) kids/teens.
             | There are certain things about games that everyone
             | understands now.
        
           | weberer wrote:
           | This is why I loved the Factorio blog. From 2013 until
           | release in 2020 they would write a weekly blog about what was
           | happening and all the interesting problems they ran into. Its
           | really fascinating.
           | 
           | https://factorio.com/blog/
        
           | Stevvo wrote:
           | I agree with you, but leaks are not fun. It's theft of
           | creative endeavor.
        
           | detaro wrote:
           | I don't blame major developers for not showing anything. If
           | it looks unfinished (because it is), you get derision because
           | the game "looks shit" and is "bad". If you show anything cool
           | that you need to later scale back or cut you get dragged on
           | release for "false promises". A place like Rockstar who a)
           | has a giant audience, which exaggerates those effects and b)
           | doesn't need the advertising bonus has good arguments for
           | waiting until everything is mostly in place for release.
           | 
           | (Whereas small/solo indie devs often show in-development
           | work, because having _anything_ seen that might interest
           | future players is much more important to them)
           | 
           | EDIT: case in point, even here we already have comments
           | wondering what mistakes Rockstar made because this random
           | development footage, likely years before release, doesn't
           | look that much better than GTA V.
        
           | WastingMyTime89 wrote:
           | There is little WIP material released for blockbuster games
           | like GTA because it's useless for the studio. Rockstar
           | doesn't need to generate hype for the brand long before the
           | game is ready to sell. They prefer a very large marketing
           | push at release.
           | 
           | I can safely predict that this leak will have approximately
           | zero impact on the actual sales of GTA VI however.
        
         | pennaMan wrote:
         | Why do you feel bad? How is a bit of footage of the game in
         | development affect anything about the game at all? Does the
         | success of the game depend on the public being ignorant about
         | the fact that a game needs to be developed before it's
         | launched? I'm really confused.
        
         | staticassertion wrote:
         | Presumably they could have done more to not get hacked.
        
         | Aardwolf wrote:
         | This leak only makes me more stoked for the game, so I hope
         | this doesn't cause any detrimental effect on development. If
         | anything, it shows how hard the development is and what kind of
         | details are being tested.
        
         | ErneX wrote:
         | Agreed, games should be seen at the state and shape their
         | creators want, not with leaks.
        
         | Bancakes wrote:
         | In an age of early access and pre-alphas, Rockstar could sell
         | this as-is for $20. No shame here.
        
         | raydev wrote:
         | I don't know how normal I am but this makes me _excited_. It
         | shows me they weren 't just leaning on remastering GTA5 yet
         | again for the upcoming PS6 and Xbox Series One X. I hear new
         | dialogue. I see new mechanics. GTA5 came out in 2013 and
         | they've barely shipped updates to it and left bugs for years.
         | 
         | This gives me hope.
        
         | philjohn wrote:
         | Something similar happened with Half Life 2 - and it went on to
         | be a smash hit.
         | 
         | Yes, it's not nice to have your work revealed before its ready,
         | but locking down and just keeping the pace of development up
         | would be the more judicious use of time.
        
           | Someone1234 wrote:
           | I'd agree, and also point out that Half Life 2 was far more
           | damaging. This is a bunch of tech development demos and
           | trials, there's little to no story spoilers. Whereas HL2's
           | leak contained levels and story elements that appeared in the
           | final game. It was unfinished/alpha, but really showed what
           | HL2 would eventually be, whereas this just shows some of the
           | technology that GTA VI may contain.
           | 
           | I don't even read too much into the diner scenario, since
           | that's a great test-bed for interactive NPC behavior, object
           | interactions, and general scenario creation tooling. It MIGHT
           | be in the final game, but it may also not be, and it wouldn't
           | be impactful either way.
        
         | redanddead wrote:
         | The dev tools look really bad ass. It's inspiring, it shows the
         | other Devs how the real pros do it.
         | 
         | What's the argument against them building in public like the
         | rest of us?
        
           | rvz wrote:
           | > What's the argument against them building in public like
           | the rest of us?
           | 
           | Not sure if you are aware of the protection of trade secrets
           | and intellectual property for games and proprietary game
           | engines that if leaked would be useful to hackers, cheaters
           | and aim botters?
        
           | capableweb wrote:
           | > What's the argument against them building in public like
           | the rest of us?
           | 
           | Who are these "the rest of us". Most game development happens
           | behind closed door, the gameplay only to be seen as the game
           | is ready to be released. In fact, most software in general is
           | developed like this. Open/public development is not at all
           | the norm for development.
        
           | detaro wrote:
           | What "rest of us" is showing off their internal tooling in
           | public? (sure, there are companies that do, but this is not
           | some universal thing that's unusual not to do)
        
           | Stevvo wrote:
           | It's just ImGui and line traces. i.e. What everyone does
           | because it's quick and easy to build.
        
           | agumonkey wrote:
           | nothing special there, i remember similar thing in mgs3
        
       | mensetmanusman wrote:
       | I can't wait for the Galaxy Note 7 mod on GTA6...
       | 
       | https://m.youtube.com/watch?v=_GhODn4FRoE
        
       | beej71 wrote:
       | Though I haven't been in the industry for 15+ years, I think this
       | video gives you an excellent idea of the day-to-day life of a
       | game developer.
        
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