Grand Theft Auto VI is set to significantly alter one of the series' most iconic mechanics: car theft. Rockstar Games is implementing a tiered vehicle security system that introduces new gameplay challenges and opportunities for players.
Historically, stealing a car in Grand Theft Auto involved a straightforward button press, whether accessing an unlocked door or smashing a window. GTA 6 will retain this simpler method for older, less valuable vehicles, allowing for quick entry. However, higher-end vehicles will feature advanced security measures requiring new approaches from players. Rob Nelson, co-studio head of Rockstar North, explained that these "layers of stratification" were added to offer more progression and decision-making for players, giving each vehicle greater meaning and demanding more attention.
To help players identify vehicle security levels and value, GTA 6 introduces the WAINK scanner. This device, when held near a target vehicle, provides crucial information, including details about its security system. Some vehicles will be protected by digital locks, necessitating the acquisition of a digital key cloning device, which may become available at certain points in the game's progression.
Beyond just stealing a car, players will also need to contend with the possibility of trackers. Advanced trackers can alert law enforcement if the stolen vehicle is driven below a certain speed, forcing players to keep their speed up to avoid detection. Stolen vehicles can also be sold to fences, a system borrowed from Red Dead Redemption 2. This adds a new layer of simulation, similar to how players might have hunted for valuable items in Rockstar's previous title, but with the added complication of potential trackers affecting a vehicle's sale value.
The WAINK scanner also provides information on the cost to register a stolen vehicle as personal property, allowing both protagonists, Jason and Lucia, to own multiple cars, provided they have the financial means and garage space.
These new systems for vehicle security and fencing are expected to influence mission design. The inability to instantly steal any car can lead to more frantic escape sequences, forcing players to adapt their strategies on the fly. The game's tighter, more realistic street layouts in Leonida are also designed to make driving more challenging and engaging.
This enhanced approach could also redefine existing mission types, such as those involving vehicle recovery for characters like Simeon. Instead of simply delivering a predetermined car, players might be tasked with finding a specific brand or value of vehicle, turning these objectives into mini treasure hunts. Selling to various fences across the map could also add variety compared to repeatedly returning to a single drop-off point.
Furthermore, these mechanics have implications for high-stakes heists. The complexity of stealing vehicles may extend to other criminal activities, such as bypassing security systems for stores or even larger facilities. The need for specific tools, like the key cloning device, could limit heist outcomes or create branching mission paths based on player preparedness and choices. These decisions could have consequences ranging from increased wanted levels to more significant impacts on the game's narrative and character relationships.