Originally Posted by gurudyne
No, I wasn't being that reductive. All I meant to imply was that many GTA V's activities in particular felt unsatisfying or tacked on because they're divorced from the setting and vice versa. They lack impact or relevance to the world, offer no insights about the world or characters or are just pointless busywork with little to no payoff other than the "fun" that can be had by playing them.
At least for Trevor, you learn a lot small things about him. His character-switch scenes are a lot more detailed, and feature a lot of small events or rare scenes. Most people have seen the chases but stuff like the meth house cooking, Scooter Brother, island party, hotel helicopter crash are minor but add nice flavor and certainly relevant. At any given time, there's likely 10-15 different other-character events you can see by switching or finding them in the world, and they become miss-able or just rotate every.. maybe, 5-10 missions, I'm guessing? Some only exist for a couple missions, such as the meth house one (I've tested than maybe 150 times, reloading saves and switching characters after each mission, at different times of day, etc), so it's easy to miss some of them. Most of them add flavour to his personality, where as Michael's actually say more about the story at hand. Even Michael's which are a lot more aesthetic than Trevor's, feature a lot of small details about his family, therapist, and general character development. There's dozens of these. I know this is small but we're looking at relevance, not just quality.
You learn small details about Trevor's character through the bounty hunts if you take the time to stop to listen to all the conversations, get some small flavour about his politics or morals from border patrol, even get character commentary from deer hunting if you text the pics to people other than Cletus. Franklin and Michael's aren't very good though, and a lot of it isn't really relevant. But you get at least a bit from them elsewhere. Most of the side-quests available to all the characters have varying dialogue, too, which speaks to their character. You pick up Tatiana with Michael, and he is very elusive and careful in how he speaks, and Trevor speaks much more blatantly. Same applies to almost every random event, of which there are, what, 45? There's one for almost every area of the map... and there's pretty unique dialogue for each character that helps tell the story, or a unique event that's cool to see (especially some of the shootouts that feature more than just combat and at least limited 15-20 second scripting). Small but again it at least helps.
Then there's the Hangout or sort of easily miss-able story content, too. A lot of this is missed because Rockstar's dumb idea to make you unable to hangout so often, but there's a lot of small story details to learn about if you make the effort to hangout regularly not only with the main characters but side characters like Lamar. Or stuff that you miss because the story continues, like Marriage Counselling where it's pretty typical to just drive too far and have the dialogue end to quickly, but if you actually don't drive off after the big event, Trevor and Michael talk for like 5 minutes. A bunch of these, actually, like the bounty missions, too. Or, in Urban Jungle, there's a fairly long dialogue tree varying on which character you escape with (if you even do that, because the game sort of suggests to go yourself and based on a Youtube search, clearly almost every does that). But there's a decent conversation varying on your choice, and a lot of missions have small details like this can are easily missed on your first playthrough.
Also stuff that's a bit to subtle, like Hanging out with all 3 characters in free roam or the non-obvious gang turfs wars (Koreans, Vagos, Ballas, etc all have them) or just enemy hangouts (like the Lost at Hookies), the business missions (most are junk but there's a few chases or shootouts that are at least set in underutilized areas, or add more story text and background to some of the underutilized gangs, cartels). Or of course the heist approaches: they can use the very different areas so without beating the game twice, you miss a lot of content related to mines, work yards, trains, etc, and then also affect the stock market (and therefore the news and radio) differently. Again, all tiny things that are minor and easily criticized in quality, but still technically they at least help address the concerns here. And then there's Online: there's a lot of content there for the map that was still technically part of V and its development, regardless if it's a good or bad decision to exclude it from the story.
Just to be clear, I'm not speaking to quality here, nor good game design. I really don't want to debate that, especially in a topic about a Crack article. If folks don't particular like the story or how it's told, that's OK. What I'm more getting at is the less subjective stuff, like measurable content and whether it's technically related to the story or not. So I wanted to try comment on that a bit and highlight at least the quantity and topic of content (rather than quality) a bit more.