
The first research trips to Miami happened in 2015. That's the number worth sitting with: a decade before GTA VI ships, developers were already wandering through neighborhoods they didn't belong in, cameras out, trying to absorb something that couldn't be faked at a desk in Edinburgh. Rob Nelson, one of the game's lead developers, describes it as immersive first, analytical second — "before you're doing hyper-organised research trips, you're immersing yourself in the place and its history, the vibe of it." The structured fieldwork came later. The feel had to come first. What that decade of labor produced is Vice City, a fictional Miami inside the fictional state of Leonida (virtual Florida), and it is — by all accounts from hands-on time with the game — gratuitously, almost aggressively detailed. Not just skylines and traffic patterns, but the flyers on café walls. The insides of fridges. The way liquid sloshes inside beer bottles when Jason starts running and has to tuck them under his arm. Lead developer Nelson, whose background is in character art and animation, got briefly upset during a demonstration when a security guard's foot placement didn't look right. That's the texture of the obsession. The game was built by roughly 5,000 people, but the decision-making layer is relatively small and notably stable — lead writer Rupert Humphries has been at Rockstar since 2008. The structure is deliberate: a small group of long-tenured stewards holding the vision, with the larger team executing it. "The game is so vast that no one person could hold enough of it in their heads," Nelson says. The solution isn't a single auteur — it's distributed ownership by people who care deeply about their specific piece of it. What Rockstar has consistently done, across GTA V's Los Santos (Los Angeles) and Red Dead Redemption 2's old west, is build spaces that function as the United States seen from the outside. The studio is based primarily in Edinburgh. That outsider lens, Nelson argues, is not incidental: "I think we're all outsiders to this version of America. No one experiences the America that we're portraying here in its fullness." That distance — structured fieldwork by people who aren't from there, synthesized into something hyperreal — is what makes these spaces feel like America more than America sometimes does. GTA VI's story centers on a criminal couple, Jason and Lucia, on the run — which is structurally appropriate for a game set in a state that has always functioned as America's id. The setting always drives the narrative at Rockstar, not the reverse. Place first, then story, then characters. Jennifer Kolbe, recalling research for GTA IV's Liberty City (New York), noted that developers "were going to places they would never go to" — and that those experiences, translated through the game, then reach players who'd never go there either. That's the actual value proposition: not photorealism, but experiential fidelity. The level of detail achievable here is, as Nelson bluntly acknowledges, out of reach for virtually any other developer. It requires Rockstar's money, Take-Two Interactive's patience, and a decade-long runway that the economics of the industry almost never allow. The question of whether this is a sustainable model — or whether it's a one-of-a-kind anomaly that the industry watches from a distance — is worth holding. The answer is probably the latter. For the reader who wants something smaller and closer to the moment: also out this week is Tanuki: Pon's Summer, a game about a raccoon repairing a shrine before a local festival. Six hours, available on Game Pass. It is, by all accounts, exactly what it wants to be.
Worth reading?
RECOMMENDED
Score
76
/100
Anyone who found GTA V's Los Santos or RDR2's frontier worth exploring as a space, not just as a mission structure. Players who want narrative-driven games with a clear ending may find the investment disproportionate. Players who lose time to open worlds will lose a lot of time to this.
Cultural Placement
Like the best Robert Altman ensemble films — Nashville, Short Cuts — but rendered interactive and set in ambient crime: GTA VI builds place as protagonist, with human characters secondary to the system they move through. The closest game-lineage is Rockstar's own Red Dead Redemption 2, which shares the methodology but not the register; Vice City's hyperreal Florida is closer to the Don Johnson Miami Vice filtered through James Ellroy, with the density of detail that Naughty Dog's The Last of Us Part II brought to environmental storytelling pushed to its logical, maximalist conclusion. No other game studio has attempted world-building at this scale with this degree of field research as source material.
Honest assessment
GTA VI is the product of a production methodology — decade-long place immersion, small stable decision-making core, unlimited budget and time — that the rest of the industry cannot replicate. What it delivers is a world of experiential fidelity that functions as critique of American excess while also being American excess. The story is probably secondary to the space, as it has been for Rockstar since at least GTA V.
What Is NOVEL?
76
/ 100
BedrockNews applies a structured analytical framework called NOVEL to cultural works — games, books, film, music, and more.
How NOVEL worksNerve
3/5
Originality
3/5
Voice
5/5
Endurance
4/5
Lineage
4/5
What did the artist risk? What could have failed?
Incremental nerve within an established form. GTA VI doesn't reinvent the open world — it perfects the Rockstar template at unprecedented scale. The risk is reputational and financial, not formal.
Permission slip
Consensus says: Consensus will treat this as an automatic essential. We score it Recommended rather than Essential because the formal innovation is minimal — this is the Rockstar template at extreme scale, not a reinvention. Essential implies something that changes the form; this perfects it.
What they're missing: Critical consensus on Rockstar releases tends to collapse under the weight of the production scale itself. The numbers (5,000 people, 10+ years, unprecedented detail) become the story, crowding out honest assessment of whether the underlying design philosophy has advanced. It hasn't, materially — but what it delivers within that philosophy is exceptional.
Lineage tree
GTA V (2013)
direct ancestor — same studio, same methodology, Los Santos as proof of concept
Red Dead Redemption 2 (2018)
extends the form of — field-research-as-world-building methodology refined
Miami Vice (TV, 1984-89)
tonal influence — the aesthetic register of Vice City traces directly here
GTA: Vice City (2002)
direct ancestor — the original fictional Miami, now reconstructed at 20x fidelity
Verified Facts (10)
In 2015, a group of Grand Theft Auto developers from Rockstar North took their first trips to Miami to do field research for the next game
Grand Theft Auto VI was made by an enormous team of almost 5,000 people
Lead writer Rupert Humphries has been at the company since 2008
GTA VI takes us to Leonida, virtual Florida
This time that story is about a criminal couple on the run named Jason and Lucia
Grand Theft Auto V (2013) and Red Dead Redemption 2 (2018)
Tanuki: Pon's Summer — Available on: Xbox (on Game Pass), Switch, PC; Estimated playtime: six hours
Big Walk's House House developers disclosed to the IGF jurors that they used an LLM to help solve a coding problem; estimates well under 0.1 percent was actually coded using LLMs
A documentary film about the final years of legendary developer BioWare is coming, from Canada's Super Channel
The studio was closed by EA last month after a 30-year run
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