Grand Theft Auto 6 has turned into the game everyone wants to predict, criticize, or reshape before it even arrives, and former Saints Row veteran Clint Ourso has quietly become one of the more interesting voices in that conversation.
He already turned heads by saying GTA 6 could earn a $100 price tag, but another thing he keeps underscoring is that this should be the game where Rockstar finally adds full co-op to the main story.
Why Does the Dev Believe GTA 6 Might Be Worth $100?
Ourso’s point begins with the state of the industry today, where both game prices and development costs are rising fast, $70 has become the norm, and some believe GTA 6 could even hit $100 at launch.

He doesn’t pretend that the number isn’t high, but from his point of view, a massive project with a multi-billion-dollar budget can justify it if the value is there.
What he cares about is how that price is justified, and he believes it’s better to pay once for the full package than deal with constant upsells.
In his mind, GTA 6 is one of the rare games that could legitimately ask for that much if it delivers something huge, ambitious, and creatively bold.
What Makes Co-Op Such a Big Deal to Him?
Ourso talks about the feature not as a side mode, but as part of the future of big open-world games.

He remembers how tough it was to make Saints Row’s co-op work on older hardware, especially with networking tech that just wasn’t ready for seamless shared open worlds.
Even with those limits, Saints Row built its name on wild two-player mayhem, from goofy ragdolls to heated police chases, all tied together by a design that encouraged messing around instead of sticking to strict, serious missions.
Those early experiments convinced him that open-world crime sandboxes are at their best when the mayhem is shared.
How Do Jason and Lucia Influence His Co-Op Idea?
When he looks at GTA 6, he sees a setup Rockstar has never truly tapped into in the main story, which is having two protagonists.

Jason and Lucia aren’t a cheap storytelling trick in the dev’s eyes.
He sees them as the foundation for a true story-focused co-op where one player steps into Jason’s role, another takes Lucia, and both roam Vice City together.
That creates space for missions where one player pulls attention away while the other slips into the objective, or where a heist gone wrong forces both to flee in different ways.
In his view, the technology has finally caught up to this kind of design, and the networking headaches that made Saints Row’s co-op difficult back then are far less of a barrier now.
He doesn’t stop at just “two-player campaign” as a concept, either. Ourso talks about co-op as a gateway to deeper community-style experiences inside the main game.
For years, Rockstar kept a firm divide between the main story modes and GTA Online, which became the franchise’s living social world while campaigns stayed built for one player.
Ourso suggests carrying that energy into the story by designing the campaign around co-op missions, crew-style groups, and a structure that makes playing with friends part of the main experience.
For the dev, it’s far more than an extra detail because it’s the obvious evolution of a franchise that already left a mark on open-world design.
Why Does He Believe Rockstar Is the Studio That Could Actually Pull This Off?
At the same time, he isn’t naïve about what it takes to build something at GTA’s scale.

He’s seen first-hand how mid-sized studios struggle under the weight of big ambitions, high burn rates, and limited publisher support.
Saints Row benefitted early on from a publisher willing to invest heavily, but as ownership changed and budgets were scrutinized down to the smallest expense, it became harder to maintain that level of freedom and experimentation.
By contrast, he describes Rockstar as a studio that now operates almost like a rock band at the top of the industry – big budgets, global teams, and a brand strong enough that people will show up regardless.
That’s why he thinks Rockstar is uniquely positioned to bring campaign co-op to life in a way that doesn’t feel slapped together.
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