Oh I know - I remember an old
Net_Wrecker post over at the old place describing the emergent gameplay systems that a lot of us hoped to see manifest in GTA V that didn't. That's how much of an impression it made on me, I'll comb over and try to find it one day. https://www./threads/watch_dogs-is-...ts-from-the-game.827104/page-4#post-113869102
What I hope for is this - when you've got dynamic interactions with different NPCs, there will be consequences as to how you engage. If you kill is someone in town, maybe a spouse will berate you when you come back to the same place. Then, maybe a game system is implemented where it remembers your actions, and said spouse hires a gang to track and kill you. When that gang finds you, you kill most of them and spare one to figure out why you're being hunted. Maybe they tell you the spouse sent you so you go back in town to pay them off or kill them to end it all. And something like this not being scripted or a side mission, just engaging with different systems in the game. And there are levels of complexity to make interaction feel that much stronger.
I don't doubt that we'll have linear set pieces like every game since GTA III, but I hope the missions are multilayered and real technical showpieces that utilize the environment. I think on a smaller scale, how Rockstar has built interactions systems to really engage the player have to be different. Gone are the days of just greeting an NPC without any other system involved, the menu with options to engage with every NPC is already a promising start.