Itsuno explained, “If I had to pick one other game that came out in the meantime, I would actually say GTA 5. I kind of admired how they were able to create a world in which it really felt like the NPCs were going about their lives independently of the player.”
He went on to highlight the allure of GTA 5’s meticulously crafted cityscape, where various unpredictable events and interactions occurred organically, whether the player was present or not. This dynamic quality of a “living world” served as a model that Itsuno and the Dragon’s Dogma 2 team aspired to replicate.