Raphaël Colantonio, a veteran game developer formerly of Arkane Studios and now heading WolfEye Studios, has described Rockstar Games' Grand Theft Auto series as both a profound inspiration and a source of professional frustration. Colantonio, whose studio released the immersive sim Weird West in 2022, views GTA games as a "stab in the heart" for developers who prioritize deep player consequence and world reactivity.
Colantonio explained that while GTA offers an "incredible sandbox" with "incredible execution, incredible cinematography, [and] great gameplay," its core design philosophy, which he understands from a commercial standpoint, deviates significantly from the immersive sim genre he champions. "They make games that sell I don't know how many thousands times more than mine and they are so incredible at doing surface simulation," he told Press Box PR. "But that’s such a stab in the heart for me when they don’t go more than surface level where there’s no long-term consequences to anything you do."
He contrasted this with games like Skyrim, where player actions have "real, meaningful, and lasting consequences." In Skyrim, Colantonio noted, "You really own your consequences as a player. Everything is playable and you have to deal with your choices for the rest of the game." In contrast, he theorizes that Rockstar's approach in GTA games involves isolating gameplay into discrete missions. "What Rockstar basically say is, you know what? That part sucks. It’s too hard to do. It confuses players and most players won’t care at all anyway," he said. "Here’s what we will do instead. We put a guy with a question mark on their head. They have a mission for you. When you want to play the mission, we open an instance of the world in which nothing else matters than what's inside this instance."
This design choice, Colantonio believes, allows Rockstar to focus on delivering spectacular set pieces and action sequences without the burden of managing persistent world states and player choices. "People are going to be thrilled but none of it matters. That's the thing. We don't have to deal with the consequences. The players don't have to deal with the consequences. Therefore, we can push the buttons, crank things up to 11, and I totally get the draw," he admitted. He also pointed to mission restarts as a detractor from immersion. "If you fail the mission, you find yourself back out on the street and there’s the same guy with the same question mark over his head who you click on and you’re ready to restart the mission. There’s nothing immersive to me in that."
Colantonio emphasized that these critiques come with "the greatest respect" for Rockstar's achievements, likening their popular appeal to Steven Spielberg and his own studio's more niche, indirect style to David Lynch. "It's just that it's not my bike," he stated, suggesting that Rockstar's formula, while immensely successful, does not align with his own design values. He humorously suggested that if Rockstar were to make GTA 7 an immersive sim, they would likely sell fewer copies.
Despite his reservations about the genre's direction, Colantonio expressed genuine anticipation for Grand Theft Auto 6. "I am really, really looking forward to GTA 6 because I want to see how far they can push the instant simulation, surface simulation, because they do all that so incredibly well, and it's inspiring, and I love that," he concluded. Grand Theft Auto 6 is slated for release on November 19 for PlayStation 5 and Xbox Series X|S. Rockstar is scheduled to reveal more about the game in an extended trailer on August 27.
