This is only my speculation. Something to talk about before the game release. It does NOT imply that this is how GRW actually works.
Open world games such as the Just Cause series use the chaos level created by the player to trigger specific story events, when a certain threshold is reached. This gives the player the opportunity to tackle the side missions in a non-linear fashion, without having to worry about the lack of progress in the main storyline. This I believe, is a similiar approach that the GRW dev team may have adopted in telling the Ghosts' story in Bolivia.
The 4 member team gets covertly inserted into the country, where they blend in with the local populace or keep out of sight. Initially, the team's handler (The equivalent to CIA) will direct the operatives to some known locations of Cartel activity. Based on this scarce information, the team will embark on different types of missions aimed at disrupting the flow of drugs out of the country.
The player, along with some friends, are given the freedom to tackle any mission, in no specific order, in one large seamless world. This gives the advantage for all 4 players to enjoy the game together, without having to worry about their own individual progress in their own solo play sessions. The game tracks the team's efforts, the more missions they complete, the more they unlock. Building good relations with the local populace leads to access to valuable local intel, expanding the scope of operations.
When a certain threshold is reached, the next stage of story narrative will unlock, with cinematic cutscenes introducing some of the game's protaganists. Specific story based missions will now appear on the map, completing these missions will drive the main narrative forward. However, the type of side missions that the player has playing with his friends right from the start, remain as the main backbone of the game. The key to advancing the game's story progression.
Only when sufficient chaos has been created, then the main villains decide to intervene, which the player and his friends will gladly accept the challenge, and play till the story's conclusion. That is end of main story, but the gameplay never really ends because the open world is systemic. The A.I. will continue to carry out their daily routines without the player, but when the player interacts with the world the A.I. responds.
Just some of my thoughts.
I believe that the number of side missions (some of which could be spawned) could exceed the number of main story missions. This is the exact opposite situation compared to other titles where the game world is much smaller and compact.
The abundance of side missions will provide the ample opportunity for the player(s) to gain XP that could be used to upgrade character class abilities, weapons, gear and equipment (such as the portable drone), before unlocking the next set of increasingly difficult story missions.
It is also reasonable to assume the one type of available side mission is to establish a safe house in each of the game regions (eg. Jungle, highlands, lakes, etc). These will act as fast travel points, providing access to the weapons crate, a wardrobe to change the gear, a place to sleep (accelerate the time) and most importantly, to spawn military vehicles and helicopters.
I don't think it would be realistic for 4 operatives to stroll into a Cartel controlled compound to borrow a helicopter, just because their local rebel friends could not afford to buy one.
Originally Posted by Copperhead_SG Go to original post
>Clandestine black ops team in a foreign disruptive environment
>Vehicle showroom
I hope you're just trolling.
I'm sure he's deadly serious looking at the makeup of the creatures on this forum. They have very little sense of humor. The M.O.B might as well be a porn shop.Originally Posted by Sp--pyBrown Go to original post