While the Tutorial is, for the most part, mandatory, it contains some optional activities that are key for learning new skills and earning a bit of starting RP and GTA$. However, thanks to the beauty of instancing, when in an actual mission you'll be undisturbed.
#GTA V ONLINE FULL#
Once you've created your character and got through the tutorial, you'll be plopped into a world full of high-ranking aggressors just waiting to blast your rear into oblivion with whatever overpowered weapon they feel like using at that moment. Some players want to engage in roleplay, and travel a realistic path that an up and coming criminal would take in the underworld of Los Santos. This guide is aimed at these players, giving them a rough roadmap of what comes after what in an unofficial quest-line of sorts. While this lawless approach seems to resonate well with the casual crowd, members of which are rarely what you'd call roleplayers or completionists, some players might want to follow a more traditional route of progression. Most MMOs which have such a system still offer freedom - a low-level character can still walk into a high-level zone, but the enemies will tear them apart. There is no ideal roadmap laid out telling you that you should go from A, to B, to C. The entire map is equally accessible to all players, regardless of rank or skill. There is no linear quest progression here. While this freeform approach to progression fits right in with the directive of player freedom the developers followed, they've also done much to make their own work obsolete with each consecutive DLC. We've spoken about the ostensibly peculiar structure of GTA Online in comparison with its peers before, noting how the lack of an end-game is actually a strategic move by Rockstar. Sure, lacking Rank unlocks, you'd suffer a whole lot, but the option is there. However, if you've bought the game with a Shark Card bundle, technically you can speed through the tutorial, buy a CEO office, and jump right into the latest content without even touching most of the vanilla stuff. GTA Online only knows one restrictor: money. You've got levels, quest-lines, zones within level boundaries and end-game content (note: we're simplifying at an extreme magnitude here). GTA Online is essentially an MMO-lite, lacking the form and organization that most such games have. However, the weight of all this content is ever more apparent as the game lacks a sort of frame to structure it all. The constant stream of DLC since then has added enough content to make up a whole other game on its own, with the number of activities available to players doubling and then some. In the more than three years since it went live, GTA Online has changed in some massive ways.