Not sure how far they can push the cowboy old west world but I'd bet on one of those multiple character wheel things with robberies in the next Red Dead game
YES. That's the first thing I thought when playing the heists in GTAV: That mechanic would be absolutely perfect in RDR, a series about wild west outlaws. Imagine committing a train robbery with that system. My mouth waters.
Well the difference with GTA is that they have a lot of potential time periods and settings they can use. With RDR, they basically have one time period and one setting to work with. And the limited technology and sparse, predictable landscape don't really leave a whole lot of room for fun new things to do. They exhausted most possibilities in RDR already.
They have a lot of potential time periods with GTA, but they only explored that once (London '69) and don't seem at all interested in revisiting the concept. All other installments use "present day", which thus far has been a far smaller stretch of time than the Wild West era.
I'll grant you the city locales bring more of a defined personality than RDR overall, but that's more a product of RDR's towns being a series of compressed caricatures trying to distill the whole of the west down to one centralized locale per archetype. You had the eastern city with its modern sophistications, the seedy port town, the farm homestead, the dusty town in the middle of nowhere comprised of only Main Street, the gold mine, a couple of Mexican pueblos... If they picked one or two of these and extrapolated from there, rather than rifling through a grab-bag of loose pastiches, they could have a more defined regional flavor. Off the top of my head, setting a big chunk of the game in a New Orleans analogue and going whole hog with a busy port full of opulent riverboats and a denser, more established city would give it more identity than the "vaguely New Orleans-ish swampland settlement" RDR evoked with Thieves Landing.
Which brings us to the main thing that can be improved from RDR, making all the locales feel like they
matter. There were a few offshoot settlements aside from the ones mentioned above, but almost absolutely nothing of value happened in them, they were little more than window dressing. In a setting where signs of civilization are sparse, any occurrence of "Hey, there's people here!" should be accompanied by a lot of "Hey, these people will give me a bunch of things to do!"
RDR's other big Achilles heel that could easily be covered: The main missions all went in a straight line around the map. You finished the stuff at McFarlane's Ranch, you went on to Armadillo. You finished the stuff at Armadillo, you went on to Mexico. You clean up Mexico, you go back to Blackwater. I mean, remember when you first got to Armadillo, and there was that cool sheriff? Remember Landon Ricketts? You do two or three missions for these guys, all in a straight line, and then the game throws them out the window; You never revisit 'em, you'll never be prompted to come back later and get something else to do with them. Just go find the next guy in succession now and do all his stuff. Such a waste. It kind of defeats the purpose of an open world game for all the significant beats to happen on such a plotted course that funnels you from one "active" story location and quest-giver to the next. There desperately needed to be more urging to roam, to revisit the old because there was still significant things to do there.