Design goal: Side activities should feel like living systems that express the city’s criminal ecosystems, not a checklist. Each activity has narrative texture, systemic hooks into stealth-combat-movement, and evolving states that respond to player choices.
A living lattice of bartenders, street vendors, janitors, courthouse clerks, and ride‑share drivers who trade information for favors. Instead of static “talk to NPC” markers, informants ebb and flow with heat, faction control, and time‑of‑day. A bartender might trade a camera loop code for a future favor, or a courthouse custodian sells a docket schedule if you erase a parking ticket from their record. Over time, relationships deepen, granting faster rumor circulation and the occasional unsolicited tip when an opportunity is about to vanish.
Design pillars:
Systemic hooks:
Neighborhoods beg for stability. You choose where to extend “protection,” balancing image, revenue, and ethics. A deli harassed by loan sharks wants muscle presence. A community center needs surveillance cleared. Not every protection job is a fight; presence can be subtle—sitting on a stoop, breaking up a rally with words, or swapping a storefront’s brittle lock for a high‑security cylinder. Failures ripple as property damage, shop closures, and witness fear.
Design pillars:
Systemic hooks: