Player Agency Lessons From Red Dead Redemption 2
Nelson noted that Rockstar deliberately balanced Arthur Morgan's loyalty to Dutch with player-centric motivations, such as access to the gang's money, so players felt personally invested rather than simply following the character's history.
“There are lots of choices, big and small. The small ones add up to mean something, some big ones mean a lot in the moment you make them.”
Optional Interactions and Character Bonds

In Red Dead Redemption 2, optional good deeds and camp conversations allowed players to shape Arthur's honor and connections, and Rockstar plans similar systems for GTA 6 safehouses to foster bonds between Jason, Lucia, and other characters.
Nelson described how making certain acts optional strengthened players' sense of shaping a redemption arc, rather than forcing it through the main story.
Criminal Profiles and Relationship Effects in GTA 6
GTA 6 will track choices through Criminal Profiles that evolve based on player actions, affecting both the story and the romantic bond between Jason and Lucia in ways comparable to Arthur's honor meter and dream sequences.
Nelson indicated that subtle dialogue changes in cutscenes will reflect high or low honor equivalents, avoiding overly sentimental lines when players pursue a different path.