A robbery in GTA 6 appears to involve more than entering a shop and outrunning the police. Preview accounts describe choices about how to get inside, what to take and what evidence to leave behind. Those choices could make the escape part of the job from the beginning.
IGN's demonstration, detailed by iGrandTheftAuto, and El Pais's visit to Rockstar provide the basis for this analysis. They describe developer-led sessions, so the practical effect of these systems still needs to be tested through ordinary play.
See the GTA 6 gameplay overview for how the vehicle and inventory reports sit alongside these crime systems.
Work out what the police know
The reported wanted system has six stars, but its more interesting change concerns recognition. Witnesses and officers can gather identifying information, including a face, clothing or vehicle. Masks, a change of clothes and a different car can therefore matter at different stages of a pursuit.
That distinction creates a useful question for the player: have you escaped the immediate chase, or merely stopped being visible? A quiet street may provide breathing room while leaving the same recognizable car beneath you. The value of an escape route depends partly on what the authorities saw before you took it.
A faster robbery can have a lower return
Previewed jobs offer preparation around entrances, alarms and cameras. A partner can manage hostages while the other searches. Safe contents can be damaged by explosives, giving the combination a practical advantage over forcing the container open.
This introduces a tradeoff that a timer alone cannot convey. Speed might reduce exposure, yet a destructive shortcut can reduce what you carry away. The interesting choice is whether the extra time needed for a cleaner job is affordable in that particular situation.
Vehicle theft has its own preparation
The reports also describe a vehicle-scanning phone app, security tools such as a slim jim or key cloner, and lower resale payments for damaged cars. A vehicle's usefulness as transport and its usefulness as stolen property may pull the player in different directions.
A car taken for a quick escape only has to get you away. A car taken to sell has to survive the journey in good condition. That makes cautious driving an economic decision as well as a way to stay unnoticed.
These are promising reasons to think before a crime, but more steps do not automatically make a better system. The test will be whether the game clearly communicates what went wrong and gives players enough freedom to recover. Our wider preview roundup covers the quieter activities between these jobs.

