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There were side missions to complete, secrets to find. GTA 3 was about more than its main campaign.
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King recalls flying artists from DMA out to the US and having them take in all the detail and culture across Manhattan, Brooklyn, Bronx, and New Jersey - areas for which they built equivalents in Liberty City.Īnother major aspect was the scope. The fact that King, the Houser brothers and other members of the Rockstar team were based in New York helped. While entirely fictional, those cultural references and familiar nods to the layout of New York City made it feel more authentic. Liberty City felt like a real place, more so than almost any video game world before it. When we were 11 years old we were watching things like The Warriors and Scorsese movies - how could we convey that storytelling experience with an interactive element?"Ī major part of this was the setting. We paid a lot of attention to Sopranos and Miami Vice, cultural references for New York, and real world references like Donald Love. "So there were a lot of references to film, storytelling and camera work.
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"Sam always saw this open world and Grand Theft Auto as a way to have the most interactive action movie that you could actually be part of and control," King remembers. "Sam always saw this open world and Grand Theft Auto as a way to have the most interactive action movie that you could actually be part of and control" Jamie King, Rockstar co-founder It wanted to build an experience, one more in line with other, more mature and accepted forms of entertainment. We always got criticised about the car handling, everyone had an opinion on whether or not the cars handled well, but we always felt like the open world nature was taking us way beyond a driving game."Ĭrucially, Rockstar didn't want the first 3D Grand Theft Auto to be just another game. "I remember frame rate was such an issue all the way along the run-up to release, and that was just the scale of the map and how much we were putting in it. "We wanted it to feel like there was something always going on around you and reacting to you," says King. This enabled Rockstar to make more use of pedestrian logic and all the other elements that create a living, breathing city, including packing in all the dialogue from passers-by and the famed radio stations, which King describes as "an incredible way to add depth and a richness of texture that extends beyond just the physical map."ĭMA also had to be careful with polygon counts and visual fidelity to ensure the game ran at 30fps, no matter how much chaos the player was causing.
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Animation was the big one, King says, as the team had to account for full body animations of removing someone from their car and climbing into the driver's seat - a task that's considerably easier with 2D sprites.Īlso, while the PS2's advanced hardware opened new possibilities, there was still the constraint of the console's 32MB RAM, which was addressed largely by the ability to stream content off the disc. But Rockstar and DMA were determined to make something that was truly new and different.įirst it had to contend with the myriad challenges of bringing the staples of the top-down 2D games to a 3D open world.
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There had been games set across an entire city before, with the likes of Driver and Midtown Madness - the latter impressing Rockstar so much, it acquired it and brought the team on board to develop Midnight Club Racing. Grand Theft Auto 3 was not the first 3D open world, of course.
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"They had vector units, and now we could actually run it." Building Liberty City "And then the PlayStation 2 came out," King says. Nintendo 64 titles like Body Harvest and Space Station Silicon Valley show the kernels of ideas that would evolve in the open-world GTAs, and at the time GTA 3 was in development, the team was further experimenting with The Warriors, which was in its early stages at the time. The development team at DMA Design, which would become Rockstar North after the release of GTA 3, had already experimented with 3D worlds. "You couldn't really do it on a PlayStation, Dreamcast couldn't really do it - you could maybe do fake 3D sort of isometric-ish stuff." "From a storytelling perspective, it would be much more immersive if you can actually get down to the streets and go 3D," he tells. Although, according to Rockstar co-founder Jamie King, the team was simply waiting for the right technology.
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While the likes of Mario, Sonic, Zelda, Metal Gear and other classic series had already made the jump, GTA 3 was somewhat behind this curve. If anything, it was perhaps later than expected. Originally a top-down franchise, Grand Theft Auto's transition was inevitable. 20 years later, the industry is still feeling the impact. On October 22nd, 2001, Grand Theft Auto 3 arrived on shelves for the first time.