I mean, he answered all of them in the OP so we don't have room for more questions. I have also played GTA6 for QA so feel free to ask me anything.
(note: my dad works at Lifeinvader so I can answer questions about that too)
IMO I'm hesitant to believe for the following reasons:
A: GTA VI has likely been in production for a while now, I'd wager environment people and animation people and other teams all work side by side. I've never seen a "worldmap first' game design approach
B: I don't think R*'s gonna go with a ridiculously massive world simply because users will get bored of all the travel. RDR2's map is just about right for something traversed by horse, and we can probably estimate the potential size of a car-traversal based world off of that
The world map first then game design (mechanics etc.) makes sense. Design the mechanics around the environment. Means it’s a lot easier to adjust instead of creating a game mechanic, then when creating an environment they have to constantly test to make sure they work with mechanics (vaulting and all that). By creating a world and basing mechanics off of it, there’s a lot less adjusting that needs to be done.
"I've never seen a "worldmap first' game design approach"
thats where you're wrong
i wish i had a link to the old interview but they confirmed that's exactly how they make thier games, they create the world first and make the story fit, atleast for gtav
Why would a big map be more boring than a small map? Makes abolutely no sense.
A big map keeps the mood way more up than seeing the same stuff over and over again Ehen you got a small map.