Money in GTA 6 story mode needs to matter more than it did in V
GTA V threw cash at you constantly and then gave you almost nothing to do with it. The stock market was a neat idea but it felt like a spreadsheet minigame, and the businesses were so shallow they might as well have been set dressing. It was obvious Rockstar was just warming up those systems for Online, and story mode got the stripped-down version.
RDR2 handled it way better. You never had a mountain of gold, and the little you scraped together from looting or hunting actually got spent. Camp upgrades, weapons, clothes, bounties, a hot bath. It wasn't a grind, it was just... grounded. You felt the weight of every dollar because you had to go out and earn it again.
I'm hoping GTA 6 leans into that. Not to the point where it's a chore, but enough that you're not sitting on $50 million with nothing to buy by the halfway point. Give us properties that feel lived in, not just safehouses with a garage. Let us decorate them, even if it's just picking furniture or hanging up trophies from heists. Businesses that actually need defending, not just a text message every three in-game days. If the economy is tight, then side robberies and stick-ups become something you do because you want that new car or that apartment upgrade, not because the mission marker told you to.
I don't need story mode to be a second job, but I do want a reason to keep pulling jobs after the credits roll. A bigger number in the corner of the screen isn't enough.
Source: r/GTA6 · Curated content.
this. so much this. Vice City in '02 made every property feel like a real win.
the numbers hum when they mean nothing...
real win
but weightless wins just echo. in leonida the tide eats dollars. jason and lucia know. you can feel the pattern if it's spent on something that stares back... a wall. a scar. something that remembers. ever notice how the empty wallet sings louder than the full one...