Way back in 2008 I wrote an essay contrasting cooperative/creative players with combative/destructive players. Roughly: Some of us sign on so we can build sandcastles, and the multiplayer exists as a way to collaborate and view each other’s work. Other people see multiplayer as a way to destroy other people’s sandcastles. A lot of games will focus on one or the other. (The Sims and Left 4 Dead are very collaboration-focused, while Quake 3 Arena or Battlefield are PvP focused.) Some games provide distinct areas for each kind of player. (World of Warcraft has both Roleplay and PvP servers.) The co-op players have their fun, the PvP players have their fun, and everyone goes home happy.
But some games are sociopathic in nature and are structured to lure the sandcastle-builders into a place where they can be prey for the sandcastle-crashers. This is GTA V Online. I’ve been playing GTA V Online with the rest of the castExcept for Mumbles. over the last week or so. Like the single-player game, it’s gorgeous, massive, lavishly produced, brimming with content, and aggressively obnoxious.
The most unforgivable sin here is that of excruciating loading times. GTA V already takes a nice long time to start up. Then it takes a really long time to launch into online mode. Then it makes you wait even longer so you can connect to an instance. Then there’s the actual loading screen proper where the game pulls art assets into memory.
Continue reading 〉〉 “Grand Theft Auto Online”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.