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Balancing Profit and Story-driven Content in Video Games
The chapter dives into the trade-off between profit-driven decisions in multiplayer content and the development of story-driven experiences in games, using GTA 5 as a case study. It reflects on the absence of anticipated story DLC and the impact of in-game purchases on content creation. The speakers express disappointment and discuss the anticipation for future releases like GTA Six and comparisons with other highly awaited titles.
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