I think the progression/reward dynamic is a legitimate concern moving forward though.
When you start the game parachuting out of a helicopter, one wonders if they're peaking too early.
However everything in the game sounds like a load of fun and if it plays as well as reported, they don't really need to have a progression system at all.
For IV they were teaching me things on late missions I had already done/sought out hours earlier, so it probably is a good change.
Yeah but let's be honest, that mechanic always backfired on them, at least in the latest entries.
A huge chunk (i don't remember the percentage, but it was something between 60 and 80%) of people who played RDR did not even get to see Mexico.
And in general, pacing was the HUGE problem with R* games, something they can very well fix with a less linear narrative, a tighter story (thanks to the three characters, now you don't need one to hop from quest giver to quest giver, like a compulsive backstabber) and every time you replay the game, you don't need to get through the chores, if you just want to look at something in the desert.
Simply keeping a post game save is also a different thing, since the state of the world (or the character) usually changes throughout the game, and some activities may not be available later on.
The first time around, unlocking the new island is an event, all the subsequent playthroughs, it's just a liberation.