
Grand Theft Auto has always allowed players to step into the shoes of criminals, but there has usually been a clear distinction between the character Rockstar created and the character the player imagined themselves to be. You could choose what to wear, which car to drive and how to spend your money, but the personality, background and identity of the protagonist largely remained fixed.
GTA VI could push that relationship much further.
Jason and Lucia are already established characters with their own histories, relationships and ambitions, so this is unlikely to become a traditional role playing game where every conversation completely changes who they are. Yet Rockstar has an opportunity to give players far more influence over how these two criminals present themselves to the world. The clothes they wear, the vehicles they drive, the weapons they carry, the businesses they become involved with and even the way they spend their money could help create a much stronger sense of personal identity.
That could make Leonida feel less like a playground where players simply cause chaos and more like a world where every player develops their own version of a criminal life.
More Than Changing Clothes
Character customisation in GTA has traditionally been closely associated with clothing.
That remains important, particularly in a game where fashion and appearance are such a significant part of Rockstar’s satire. But clothing alone does not create identity. The real opportunity comes from connecting appearance to everything else the player does.
A player might dress Jason in expensive designer clothes and surround him with luxury cars. Another might prefer practical clothing, older vehicles and a much lower profile. Neither approach needs to change the main story, but they could make the player’s experience feel noticeably different.
The character remains Jason.
The way you inhabit him becomes your own.
Looking Like You Belong in Leonida
Vice City has always been associated with style.
GTA VI’s version of the city could take that idea much further by making clothing feel like a genuine reflection of the world around it.
Different neighbourhoods could have different fashions. Wealthier areas might favour expensive designer brands, while beach communities and rural regions could have completely different styles. Nightlife districts could create another visual identity, while criminal circles might have their own expectations.
That would make clothing more than a cosmetic menu.
It becomes another way of understanding Leonida.
The Criminal You Want to Be
Perhaps the most interesting question is what kind of criminal the player wants Jason and Lucia to become.
GTA has always allowed players to behave however they like, but the consequences have generally been immediate and mechanical. Steal a car and the police respond. Shoot someone and the wanted level rises. Commit a major crime and the game sends increasingly powerful forces after you.
GTA VI could add another layer.
What if the way you operate gradually becomes part of your identity?
A player who constantly chooses violence might develop a reputation for being unpredictable. Someone who relies on stealth and careful planning could approach criminal work differently. A player who spends heavily and enjoys showing off might attract a different kind of attention from someone who keeps their wealth hidden.
That could turn player behaviour into a form of storytelling.
Reputation Without a Traditional Reputation System
Rockstar does not necessarily need to give players a giant reputation meter.
In fact, avoiding obvious numerical systems could make the idea more believable.
Instead, reputation could emerge through the world.
Characters might recognise Jason or Lucia.
Criminal contacts could treat them differently.
Certain opportunities could become available because of previous actions.
People might react differently depending on how notorious the protagonists have become.
The player would not necessarily need to be told that their reputation has changed.
They would simply notice.
That is often more powerful.
Your Cars Say Something About You
Few things in GTA communicate identity as effectively as vehicles.
A player’s favourite car becomes part of their character.
GTA VI could make that relationship even more meaningful.
A pristine sports car suggests something completely different from an old pickup truck. A heavily modified vehicle creates another impression. A collection of expensive cars could reflect a character who enjoys displaying their success, while someone who constantly changes vehicles might be more cautious about attracting attention.
The vehicle is not just transportation.
It is part of the character.
The Importance of Personal Vehicles
That becomes particularly interesting when combined with Jason and Lucia.
If both protagonists have their own preferences and personalities, their vehicles could help reinforce their individuality.
The player might eventually associate certain cars with certain periods of the story.
A particular vehicle could become connected to an important escape.
Another could be the car used during a major heist.
A cheap vehicle might remind the player of the early stages of the criminal journey.
These objects can become part of the player’s personal history without Rockstar having to write every memory into the script.
Weapons as Personality
Weapons can communicate identity too.
A player who prefers a handgun and keeps things discreet creates a different image from someone carrying heavier firepower everywhere.
Customisation could potentially allow players to personalise weapons in ways that feel appropriate to the setting.
Different finishes, attachments and modifications could make a favourite weapon feel like something that belongs specifically to that character.
The important part is restraint.
The game should not turn into a military equipment simulator.
Weapons should still feel like part of a criminal world.
Building a Look Together
The most convincing customisation systems are those where individual choices work together.
A suit, expensive watch and luxury car tell one story.
Casual clothes, an older vehicle and a simple weapon tell another.
A flashy outfit paired with a ridiculous sports car creates yet another identity.
The player is effectively building a visual language.
And because GTA is so heavily rooted in satire, Rockstar could have enormous fun with this.
The game could exaggerate the ridiculousness of wealth, fashion and criminal success while still allowing players to create a coherent look.
Homes and Personal Spaces
Character identity should not necessarily stop when the player leaves the wardrobe.
Personal spaces can say just as much.
What if the places Jason and Lucia live gradually reflect their circumstances?
Early on, their surroundings might be modest.
As their criminal operation becomes more successful, they could gain access to better properties.
The important part would be making those locations feel personal rather than simply functional.
A home filled with expensive possessions creates one impression.
A sparse apartment creates another.
The player should feel that the protagonists are actually living somewhere rather than simply spawning into another mission location.
Wealth Should Feel Visible
Money is already central to Grand Theft Auto, but wealth often becomes abstract once players have enough of it.
A bigger number in the bank account does not necessarily feel meaningful.
GTA VI could make wealth more visible.
Better clothing.
Better cars.
Better properties.
More expensive nights out.
More opportunities.
Perhaps even the ability to access parts of Leonida that would otherwise feel out of reach.
The criminal journey then becomes something the player can see developing around them.
The Criminal Empire and Personal Identity
Feature No. 19 explores the broader criminal economy, but there is another side to that concept.
An empire is not only about money.
It is about what the player chooses to do with that money.
One player might invest everything into expanding operations.
Another might spend their profits on cars and luxury.
Someone else might prefer weapons, properties and practical equipment.
The game can provide the same financial rewards while allowing players to express completely different priorities.
That is where personal identity becomes interesting.
Jason and Lucia Should Still Feel Like Themselves
There is an important balance Rockstar would need to maintain.
Jason and Lucia cannot become blank avatars.
Their personalities are a major part of GTA VI’s appeal.
The player should not be able to completely rewrite who they are.
Instead, customisation should operate around the established characters.
Think of it as choosing how they live rather than choosing who they are.
That distinction could allow Rockstar to maintain a strong narrative while still giving players meaningful freedom.
Two Characters, Two Identities
Having two protagonists creates another fascinating possibility.
Jason and Lucia could have different tastes.
They could prefer different clothes, vehicles and lifestyles.
Even if players can customise both characters, their starting points could remain distinct.
That would make switching between them feel more meaningful.
You are not simply changing characters.
You are stepping into another person’s life.
The contrast between them could become one of GTA VI’s strongest sources of personality.
Identity Through Relationships
Criminal identity is also shaped by the people around you.
Friends, contacts, family members and associates can influence how a character behaves.
If Jason and Lucia build relationships with different people, their worlds could gradually begin to feel different.
Perhaps one protagonist becomes increasingly connected to a particular criminal circle while the other develops relationships elsewhere.
That could make the social side of GTA VI feel more important.
The criminal world becomes a network rather than a list of mission givers.
How the World Could Respond
The real test of customisation is whether the world notices.
There is little value in allowing players to spend hours creating a distinctive appearance if every NPC reacts exactly the same way.
Rockstar could use subtle reactions instead.
A character dressed for an expensive nightclub might be treated differently from someone who looks completely out of place.
A high end vehicle could attract attention.
An obviously suspicious character might draw more scrutiny.
These interactions do not need to become complicated systems.
Even occasional acknowledgement could make choices feel worthwhile.
Social Media Could Amplify Identity
GTA VI’s modern setting creates another opportunity.
If smartphones and social media play a significant role in Leonida, the player’s criminal identity could exist online as well as offline.
A spectacular getaway might become viral.
A ridiculous outfit could become part of the game’s social satire.
A vehicle could attract attention.
A major criminal event could spread through the city almost instantly.
Suddenly, the player’s behaviour has a public image.
That would fit perfectly with Rockstar’s interest in modern culture.
The Joy of Looking Ridiculous
There is also something important about GTA that should never be forgotten.
Customisation is fun because players often make terrible decisions.
You might dress Jason in the most absurd outfit available.
You might give Lucia a ridiculous car.
You might create a combination that makes absolutely no sense.
That is part of the charm.
Rockstar should embrace it.
The game should provide enough freedom for players to create serious, believable criminals and completely ridiculous ones.
Both are valid ways to play.
Creating Stories Without Writing Them
This is where customisation can become more than a cosmetic feature.
Imagine looking back after dozens of hours and remembering your particular Jason.
The battered car you used during the early game.
The suit you bought before your first major score.
The property where you stored your favourite vehicles.
The weapon you always carried.
The ridiculous outfit you wore during one unforgettable mission.
None of those moments necessarily needed to be scripted.
They happened because of your choices.
That is emergent storytelling at its best.
A Criminal Identity That Belongs to You
GTA VI does not need to become a full role playing game to make character customisation more meaningful.
It simply needs to recognise that players are already creating their own versions of Jason and Lucia.
Every decision contributes to that process.
What you wear.
What you drive.
Where you live.
How you spend money.
How you approach crime.
Who you associate with.
How much attention you attract.
Together, these choices can create something much more memorable than a character creator screen ever could.
The Player’s Version of Jason and Lucia
Rockstar will always own Jason and Lucia.
Their personalities, histories and relationships belong to the story Rockstar has written.
But the player can still create a version of them that feels personal.
That is the sweet spot GTA VI should aim for.
Not complete control.
Not complete restriction.
A carefully designed space between the two.
Because the best open worlds do not simply tell players who their characters are.
They give players enough freedom to discover who those characters become.
If GTA VI can make clothing, vehicles, money, homes, relationships and criminal behaviour feel like pieces of the same system, Jason and Lucia could become more than Rockstar’s protagonists.
They could become our versions of them.
And that could make the criminal life of Leonida feel more personal than anything the series has attempted before.
Next Feature: GTA VI Feature No. 37 – GTA VI’s Combat Revolution: How Rockstar Could Reinvent Gunfights, Weapons and Survival












