Video games have an advantage in how they pace a story. They can offer the choice of speeding up the plot or they can offer the option of slowing it down, perhaps to experience something less crucial to that plot, like the memories of a dead man.
Grand Theft Auto V's Trevor picks on social groups, rednecks, gang bangers, military personnel, and hipsters, and when he does so, he takes offense at one or two members of that social group before he then allows his rage to explode into a kind of murderous generalization. If one hipster offends, then kill them all.
The purely sociopathic Grand Theft Auto player just seems like another character in a narrative designed to critique the game's shortcomings as a game, more a straw man than any real player that I know (or am).
I have found myself struck with admiration recently by games that I have played that have put me in less than empowering positions, games that celebrate difficulty and hardship, struggling and deprivation, rather than empowerment and excess.