GTA 6 Should Copy Bully, Not GTA 5
45sChallenges popular expectations for GTA 6, sparking debate among fans.
▶ Play ClipThe video argues that Grand Theft Auto 6 should take design cues from Rockstar's 2006 game Bully, rather than just trying to outdo GTA 5 or Red Dead Redemption 2. It highlights how Bully's smaller, denser map, gated regions, and mechanics that build emotional connection create a more focused and memorable experience. The core message is that restraint and quality of content matter more than sheer size.
Bully's map is small but packed with distinct locations like a library, gym, carnival, and insane asylum, with no wasted space.
GTA 5's map is larger but has empty space outside Los Santos, unlike Bully's focused design.
You cannot leave Bullworth Academy until the second chapter, making the eventual freedom more satisfying.
After 11 p.m., prefects patrol and send you to bed if caught, creating tension and relief.
Bully's specific setting gives it a strong identity, unlike GTA 5's more generic world.
"The title accurately reflects the video's core argument that GTA 6 can learn from Bully's design philosophy, though it slightly overstates the 'lessons' as a central theme."
When was Bully released and who developed it?
Bully was developed by Rockstar Vancouver and released in 2006.
0:38
Who is the protagonist of Bully?
You play as Jimmy Hopkins, an unruly teenager.
0:45
What is the setting of Bully?
Bullworth Academy, a stuck-in-time New England-style boarding school.
0:53
How does Bully's map design differ from GTA 5's?
The map is small, comprising only the academy and surrounding town, but it is densely packed with distinct locations like a library, gym, carnival, and insane asylum.
2:19
What is the key difference between GTA 5's and Bully's map design philosophy?
GTA 5's map was larger but had empty space outside Los Santos, while Bully's smaller map had no wasted space.
1:56
When can you leave Bullworth Academy in Bully?
You cannot leave Bullworth Academy until the second chapter.
4:34
How does Bully's curfew system work?
After 11:00 p.m., prefects patrol the school and will send you to bed if caught, filling up your trouble meter.
6:20
What is the purpose of Bully's curfew system in terms of player experience?
It creates emotional responses like tension and relief, helping the player identify with the protagonist.
6:32
Why does Bully have a stronger identity than GTA 5 according to the video?
The specificity of its setting gives Bully a strong identity and atmosphere, making it memorable.
8:03
How large is GTA 6's map rumored to be compared to GTA 5's?
GTA 6's map is rumored to be more than two and a half times as large as GTA 5's.
3:00
Quality over quantity in map design
Articulates a core game design principle that a smaller, denser map can be more immersive than a large, empty one.
2:39Gated regions create satisfaction
Explains how restricting player freedom early can make later exploration more rewarding, a technique used in older Rockstar games.
4:34Curfew system builds emotional connection
Highlights a specific gameplay mechanic that creates tension and relief, helping players identify with the protagonist.
6:20Restraint strengthens game identity
Argues that focusing on a specific setting and tone, rather than trying to be everything, creates a stronger, more memorable game.
7:40[00:00] Everyone has their own expectations for
[00:01] Grand Theft Auto 6. While many hope it
[00:04] will live up to the dizzying standards
[00:05] set by GTA 5 [music] and Red Dead
[00:07] Redemption 2, I'd actually like the next
[00:09] installment in the franchise to be less
[00:11] like recent hits and more like GTA 4,
[00:14] San Andreas, and the original Red Dead.
[00:17] Games that had more restraint and as a
[00:19] result more focus. [music]
[00:21] Above all though, I wish the upcoming
[00:23] game would take a page from the textbook
[00:24] of one of Rockstar's most overlooked
[00:26] titles Bully.
[00:28] >> Welcome to Bullworth Academy.
[00:32] >> [sighs]
[00:33] >> I'm sure you'll be very happy here. Very
[00:35] happy indeed.
[00:38] >> Developed by Rockstar [music] Vancouver
[00:39] and released in 2006, Bully is often
[00:42] described as GTA with kids. Instead of a
[00:45] career criminal, you play as unruly
[00:47] teenager Jimmy Hopkins. [music] The
[00:49] setting isn't some big modern metropolis
[00:51] ruled by rival gangs, but a [music]
[00:53] stuck-in-time New England-style boarding
[00:55] school aptly named Bullworth Academy,
[00:58] where students are divided into
[00:59] different [music] cliques like jocks and
[01:01] greasers.
[01:02] >> GUESS WHAT TIME IT IS? YEP, TIME FOR A
[01:05] BEATDOWN.
[01:06] >> YOU STEAL bikes instead of cars and when
[01:08] [music] you break the rules, it's not
[01:09] the cops that come for you, but
[01:10] headmasters and hall monitors. Despite
[01:13] the critical and commercial success it
[01:14] enjoyed upon release, Bully is sometimes
[01:16] remembered as the stepchild or black
[01:18] sheep [music] of Rockstar's catalog. Not
[01:21] only do I disagree, but I'd go as far as
[01:23] saying that Bully is actually Rockstar
[01:25] [music] at its best. Charming,
[01:27] atmospheric, and far removed from the
[01:29] direction the developers have taken
[01:31] [music] since.
[01:31] >> So, my friend, are you as they say in
[01:35] >> Sure.
[01:36] >> Are you English?
[01:37] >> Well, no. I just speak this way because
[01:39] I'm very insecure.
[01:41] >> Though similar to a game like Grand
[01:42] Theft Auto 5 on the surface, it was
[01:44] created with a completely different
[01:46] design philosophy and that's exactly why
[01:48] it's the perfect blueprint for GTA
[01:50] [music] 6. A game that shouldn't simply
[01:53] be GTA 5, but more. Bigger isn't always
[01:56] better. GTA 5's map was larger than any
[01:59] other game in the franchise up to that
[02:00] [music] point, but most of the area
[02:02] outside Los Santos turned out to be
[02:04] empty space.
[02:05] >> [music]
[02:05] >> Unlike in say Red Dead Redemption 2,
[02:07] where the rolling meadows and barren
[02:09] mountainsides served a thematic purpose.
[02:11] The back country of GTA [music] 5 is not
[02:13] a living breathing world so much as a
[02:15] playground for police chases and sandbox
[02:17] [music] shenanigans. Bully has one of
[02:19] the smallest maps of any Rockstar game,
[02:21] comprising only Bullworth Academy itself
[02:23] [music] and the surrounding town. But
[02:25] because space is so limited, hardly any
[02:27] of [music] it went to waste. The campus
[02:29] includes a library, gymnasium, and
[02:31] dormitories, while the town features
[02:33] [music] a carnival, BMX park, and an
[02:35] insane asylum, to name just a few
[02:37] distinct and memorable locations. Put
[02:39] simply, Bully shows that it isn't the
[02:41] quality of a virtual space, but the
[02:43] quality of the content within that makes
[02:45] the game world believable [music] and
[02:47] immersive.
[02:48] >> Why'd you fight? Just to prove you're
[02:49] tougher than me? That's right, and don't
[02:51] you or your boys forget it.
[02:53] >> Fortunately, there are already some
[02:55] indications that GTA 6's design
[02:56] philosophy will hearken back to
[02:58] Rockstar's Bully days. Though the game's
[03:00] map is rumored to be more [music] than
[03:01] two and a half times as large as GTA
[03:04] 5's, its Florida-inspired setting
[03:06] promises to create a much more striking
[03:09] and cohesive visual footprint that
[03:10] should compensate for any empty space.
[03:13] Instead of a cookie-cutter California no
[03:15] man's land, we'll get Sunshine State
[03:17] idiosyncrasies, luxurious seaside
[03:19] boulevards, alligator-infested [music]
[03:21] swamplands, state-of-the-art theme
[03:23] parks, and white beaches littered with
[03:26] the worst kinds of tourists. GTA 5
[03:28] [music] gave us a bastardized version of
[03:29] Los Angeles and little else. GTA 6 will
[03:33] draw inspiration from a variety of
[03:34] specific real-world cities [music] and
[03:37] biomes, including Miami, Tampa, Orlando,
[03:40] the Keys, the Everglades, and more. I
[03:42] don't think we should be free to dive
[03:43] into those very locations from the
[03:45] get-go, though. Bully demonstrated the
[03:47] value of limiting player freedom,
[03:49] another quality of open-world design
[03:50] that's long fallen out of fashion. In
[03:53] GTA 5, you only need to complete
[03:55] Franklin's prologue before you're free
[03:57] to explore the map in its entirety.
[03:58] [music]
[03:59] But, this lack of restriction comes at a
[04:01] cost, as reaching a location that's
[04:03] always been accessible to you isn't
[04:04] nearly as satisfying as visiting a place
[04:07] that you were previously unable to get
[04:08] to. Older Rockstar [music] games did
[04:10] this constantly and to great effect. San
[04:13] Andreas takes you to three different
[04:14] cities, each of them unlocked at
[04:16] different parts of the story. Similarly,
[04:18] the original Red Dead Redemption doesn't
[04:20] let you go to Mexico until several hours
[04:22] into the game, though there are
[04:24] admittedly one or two ways to glitch
[04:26] yourself across the border. Its sequel
[04:28] also restricts player freedom to some
[04:29] degree, keeping the prologue confined to
[04:31] the snowy Grizzlies West region. [music]
[04:34] In Bully, you cannot leave Bullworth
[04:36] Academy until the second chapter. Far
[04:38] from annoying, this setup gives you an
[04:40] opportunity [music] to thoroughly
[04:41] explore the school, which will remain
[04:43] your base of operations throughout the
[04:44] game. Better still, the map opens up at
[04:47] a moment when you're just beginning to
[04:49] get bored with the place, because we
[04:51] were made [music] to yearn for a change
[04:53] of scenery. Our new found freedom tastes
[04:56] all the sweeter. GTA 6 will hopefully
[04:58] return to the days of the gated regions.
[05:01] While Vice City is clearly the game's
[05:02] key metropolis, I'd like to see it as an
[05:05] aspirational [music] destination, a land
[05:07] of neon lights, loose values, and
[05:09] criminal profit that takes a little work
[05:11] [music] to get to. Places like Port
[05:12] Gelhorn and the Leonida Keys could be
[05:15] stepping stones [music] to the big city,
[05:16] just as San Andreas had us master Los
[05:18] Santos, San Fierro, and Las Venturas in
[05:21] sequence. This leads to another even
[05:24] more valuable lesson that GTA 6 can
[05:26] learn from Bully. In GTA 5, there's a
[05:28] huge disconnect between [music] you and
[05:30] the characters you control, except for
[05:32] when we play as Trevor, whose volatile
[05:34] personality not only reflects, but
[05:36] actively encourages the most haphazardly
[05:38] destructive [music] ways to play the
[05:40] game. We rarely get to experience the
[05:42] characters' emotions along with them.
[05:43] >> How have you been?
[05:44] >> Oh, simply wonderful. And you?
[05:46] >> Somewhere stuck between joyful and
[05:49] peachy.
[05:49] >> And [music] boy, story and gameplay
[05:51] mechanics work side by side to make you
[05:53] identify with Jimmy and share his
[05:55] motivations. After being confined to
[05:57] campus grounds for the first chapter,
[05:59] he's eager to go into town. You're
[06:00] excited too.
[06:01] >> I promise you, after this, things are
[06:04] never going to be the same again.
[06:06] >> So excited, in fact, that you'll
[06:07] probably spend a solid hour just vibing,
[06:10] [music] riding around on a stolen bike
[06:11] before starting the next mission.
[06:16] Another mechanic that helps ease you
[06:18] into Jimmy's shoes is the game's curfew
[06:20] system. [music] After 11:00 p.m., the
[06:22] school becomes overrun with prefects who
[06:24] will send you to bed if they catch you,
[06:26] filling up your trouble meter. The
[06:28] higher the meter, the more suspicious
[06:29] and hostile certain NPCs will behave
[06:31] towards you. Avoiding punishment puts
[06:33] you on edge while making it back to the
[06:34] safety of your dormitory draws out a
[06:37] sigh of relief. Emotional responses like
[06:39] these are hard to come by in GTA V,
[06:41] where the frequent, over-the-top police
[06:43] chase action quickly turns numbing the
[06:46] mundane. The same cannot be said for GTA
[06:49] IV or San [music] Andreas, where
[06:50] character writing and plot development
[06:52] actually made you care for their
[06:54] protagonists. In Bully, the lower stakes
[06:57] and slightly subtler tone allowed events
[06:59] to escalate at a more gradual,
[07:01] satisfying [music] pace, ensuring the
[07:03] story remained engaging right until the
[07:06] final face-off with its main antagonist,
[07:08] a sociopathic, unmedicated fellow
[07:10] student named Gary.
[07:11] >> Why'd you do it, GARY?
[07:12] >> BECAUSE I CAN.
[07:14] >> Unlike its predecessor, GTA VI
[07:16] does seem poised to treat [music] its
[07:17] playable characters as actual people
[07:20] rather than vehicles for chaos and
[07:21] carnage. Dual protagonists Lucia and
[07:23] Jason, we're told over and over, will be
[07:26] Bonnie and Clyde-style partners in
[07:28] crime. And as in Bully, story and
[07:30] gameplay could conspire to put the
[07:33] player in the middle of that, no doubt,
[07:35] complicated relationship.
[07:37] >> Trust.
[07:38] Trust.
[07:39] >> Perhaps the most The thing that Bully
[07:40] can teach GTA VI
[07:42] is the importance of restraint when
[07:44] designing a game. Rockstar wanted GTA 5
[07:46] to [music] be big, as big as it could
[07:49] possibly be both in terms of content and
[07:51] appeal. But by prioritizing size and
[07:54] variety, the developers gave the game a
[07:56] much weaker sense of identity than GTA 4
[07:59] or San Andreas, both of which were made
[08:01] with different goals in mind. Thanks to
[08:03] the specificity of its setting, Bully
[08:05] has perhaps the strongest identity and
[08:07] atmosphere of any Rockstar game out
[08:09] there.
[08:09] >> Fantastic.
[08:11] >> Though full of over-the-top caricatures,
[08:13] Bullworth Academy can be a genuinely
[08:15] oppressive place, the kind of harsh
[08:17] environment that forces an otherwise
[08:19] well-intentioned kid like Jimmy to
[08:21] toughen up and treat others as shiftily
[08:24] as they treat him. The feelings a game
[08:25] evokes stay with you long after you
[08:27] finish playing, [music] strengthening
[08:29] your memory of the overall experience.
[08:31] Though I haven't done a full playthrough
[08:32] of Bully in years, I can still picture
[08:34] Bullworth Academy's layout in my head.
[08:37] But drop me anywhere in GTA 5's gigantic
[08:39] back country,
[08:40] >> [music]
[08:40] >> a place I have spent probably way more
[08:43] hours, and I'd struggle finding my way
[08:45] back to civilization without looking at
[08:46] the mini-map. Despite persistent
[08:48] pleading from the game's cult following,
[08:50] Bully is unlikely to receive a sequel
[08:52] anytime soon. Gone are the days where
[08:54] individual subsidiaries like Rockstar
[08:56] Vancouver, long since part of Rockstar
[08:58] Toronto, could work on their own
[09:00] original IPs. Whatever Rockstar's next
[09:02] game will be, it almost certainly won't
[09:05] be Bully 2. Still, if Rockstar has found
[09:08] a way to inject additional purpose and
[09:10] show extra restraint [music] in its new
[09:11] massive open world, there's a small
[09:13] chance that the franchise's feisty
[09:15] spirit will live on through Grand Theft
[09:17] Auto 6. If you liked this video and want
[09:19] to see what GTA 6 could learn from GTA
[09:21] 4, be sure to check that out, too. And
[09:23] for everything else Grand Theft Auto, be
[09:25] sure to stick [music] with IGN.
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