Overview
In the more than three years since it went live, GTA Online has changed in some massive ways. The constant stream of DLC since then has added enough content to make up a whole other game on its own, with the number of activities available to players doubling and then some.
However, the weight of all this content is ever more apparent as the game lacks a sort of frame to structure it all. GTA Online is essentially an MMO-lite, lacking the form and organization that most such games have. You've got levels, quest-lines, zones within level boundaries and end-game content (note: we're simplifying at an extreme magnitude here).
There are no GTA Online missions to do in order, you are free to progress however you want. However, if you want some starting advice we have a 2024 starting guide.
GTA Online only knows one restrictor: money. However, if you've bought the game with a Shark Card bundle, technically you can speed through the tutorial, buy a CEO office, and jump right into the latest content without even touching most of the vanilla stuff. Sure, lacking Rank unlocks, you'd suffer a whole lot, but the option is there.
No End-game Content
We've spoken about the ostensibly peculiar structure of GTA Online in comparison with its peers before, noting how the lack of an end-game is actually a strategic move by Rockstar. While this freeform approach to progression fits right in with the directive of player freedom the developers followed, they've also done much to make their own work obsolete with each consecutive DLC.








