Rockstar Games shared new details about Grand Theft Auto 6's NPC system and gameplay mechanics in an extensive Edge magazine feature. According to co-studio head Aaron Garbutt, the studio created approximately 600,000 animations exclusively for Leonida's pedestrians, ensuring each feels like an individual rather than relying solely on procedural systems to populate the streets.
These animations work alongside personality traits assigned to each NPC, factoring in temperament, aggression, and professional context. Phil Hooker, head of development, described a practical example during a heist mission: when robbing a store full of people who would become troublesome witnesses, he managed to pick fights with them to disperse them, an emergent solution made possible by the game's interconnected systems.
Rockstar also confirmed that GTA 6 will deliver the series' deepest RPG experience yet. Rob Nelson, another co-studio head, explained that the goal is to let players customize their playstyle without feeling systems are forced upon them: whether simulating daily life like buying groceries and riding trains, visiting clubs, or pursuing traditional action-focused gameplay.
The Vice City map and surrounding areas occupy nearly the same space as Grand Theft Auto 4, Grand Theft Auto 5, and Red Dead Redemption 2 combined, and Garbutt stressed the game contains "an order of magnitude more" explorable interiors than any previous Rockstar title, ensuring density alongside scale.



