By Edge Staff
October 29, 2008
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"The masterplan, if there is one, is to keep evolving and make the perfect game, and I don’t think we’ve even got close to that."
Visiting Rockstar’s HQ for a look at Grand Theft Auto: Chinatown Wars, we also felt duty bound to talk with vice president of creative Dan Houser about the wider world of Grand Theft Auto, and specifically the fourth instalment, on which he and the Rockstar North team are obviously still working as they prepare the first of two episodes of downloadable content, due for release over Xbox Live.
Looking back at the launch of GTAIV, what was it like from your perspective?
Nerve-wracking, always nerve-wracking. The bigger the game, the more nerve-wracking. It was a smoother movement from GTAIII to Vice City to San Andreas, and then we hit various political roadbumps in the intervening years, and also we had to deal with a movement on to the new hardware, with technical roadbumps and so on.
The challenge in some ways was outside of the process of making a game, in terms of what we do using experts from Microsoft and Sony to come in and work with the hardware – there was the American government and the crap that went on through 2005 to 2007. So I suppose there was more pressure than there was even with San Andreas. So the sense of relief when it all went off was even greater.
What’s your take on how the game was ultimately received among consumers?
You always get so many opinions. The big thing that we have become aware of, having made any game – since GTAIII, really – is that everything you change, someone will love it and someone will hate it. And there’s no way you can account for that because you have to change it – you can’t just keep making the same thing again and again. But if you keep in mind that we changed things for reasons of integrity, in terms of design, then I think people overall responded amazingly to the game, both in terms of the critics and consumer response.
Of course, you get people complaining that this thing or that thing we’d removed was the thing they’d loved most about the previous game, but the numbers of those were smaller than at any time since GTAIII, I think. In the world of message boards you need to have thick skin because you get insane amounts of hatred for anything you do. But at the same time we get insane amounts of love. Of course you get loads of people going: ‘You’re arseholes!’ but so many people just email in and say: ‘This game is amazing’. The feedback was incredible.
You get concerns with things like the online not working for a few days and people not being able to get a game working, and that’s heartbreaking for us because we want everyone to have a smooth experience. We take that stuff as seriously as we possibly can, and make it as good as we can, so problems like that are really upsetting. But, overall, the fanbase seem to like the direction we’ve taken – they see what we’ve done and why we’ve tried to do it.
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Has the direction taken by GTAIV – with more considerations for realism, and the removal of jetpacks and so on – set a direction for GTA as a whole? And is that direction set in stone?
No, not necessarily. We’re still figuring out what we’re going to do next, because of the downloadable content. I don’t think it’s set anything in stone, it’s just what we did with that game. The idea that the tone was identical from GTAIII through to Vice City to San Andreas to Liberty City Stories to Vice City Stories is a little bit of revisionist history. It really wasn’t as close or as unified as all that – sometimes even within a game like San Andreas the tone moved a lot, and we desperately tried to make that make sense.
And we tried to do something different with GTAIV, and I think we’ll always go with horses for courses as a basis for what works in a game at a moment in time. The masterplan, if there is one, is to keep evolving and make the perfect game, and I don’t think we’ve even got close to that. I think GTAIV was as good as we could do at that moment in time. I think it was a really well worked-out game that combined the three elements of what makes GTA on a console. On the one hand that’s a progressive, tight, action game, with a better targeting system and the amazing physics and bunch of other things that really made the seamlessness of the design feel like it was taken up a level.
But then it’s also a strong narrative-driven experience that’s meant to feel like a movie or a TV show, and I think we set a new benchmark for what we’re capable of doing in that regard. And I think the third thing is that it’s a digital fantasy world that you go and explore, and we set another benchmark for ourselves there. The energy we got into that world – whether you’re going for a drink in a bar or seeing a busker when you walk down the street – is, I think, as much as we were capable of at that time. And we did that by really going to a granular level with everything and really figuring stuff out – how we got the animation and AI much tighter, for example. And we’d look to do that fundamental stuff if we did another game. And if that game wasn’t suited to the tone of GTAIV, it wouldn’t have that tone.
I see the PC version of GTA IV has been delayed to 2nd December:
http://www.bit-tech.net/news/2008/10/31/gta-iv-pc-delayed-system-require...
But at least they've provided more detailed tech specs:
Minimum System Requirements
* OS: Windows Vista - Service Pack 1 / XP - Service Pack 3
* Processor: Intel Core 2 Duo 1.8Ghz, AMD Athlon X2 64 2.4Ghz
* Memory: 1.5GB, 16GB Free Hard Drive Space
* Video Card: 256MB NVIDIA 7900 / 256MB ATI X1900
Recommended System Requirements
* OS: Windows Vista - Service Pack 1 / XP - Service Pack 3
* Processor: Intel Core 2 Quad 2.4Ghz, AMD Phenom X3 2.1Ghz
* Memory: 2 GB (Windows XP) 2.5 GB (Windows Vista)
* 18 GB Free Hard Drive Space
* Video Card: 512MB NVIDIA 8600 / 512MB ATI 3870
My problem with the GTA series is that more and more the good characters and stories are being over taken by the missions which, let's face it are just a small collection of mini-games.
In fact Rockstar has been getting rich off mini-games long before Nintendo Wii generation.
If the GTA series wasn't completely open I don't think the series would do well. The flying missions have always had horrible controls, the racing missions are typically the definition of cheating AI and neither of these have improved since GTA3. Instead we get nagging friends that make my Animal Crossing friends look like angels. Oh and TV shows.
Users need that open gameplay so they have have a break in between the repetitive and overly played out missions.
I don't think users need more realism (GTA:SA was excellent) they just need more new and fun things to do.
So far my experience of GTA 4 is generally a good one but it feels a bit too much like GTA 3 with better graphics. The only thing that's kept me in the game is the characters. Nintendo gets away with reusing the same Mario story with great gameplay. Rockstar gets away with it by writing a good story to wrap around their tired gameplay. We need a game that can do both.
I do think the game was a bit overrated as well. 98% on metacritic, I would say more like 93% (for my taste). I did enjoy it more than any other GTA title (the only one I actually finished). The controls while improved, still not tight enough though. There are other gameplay elements I didn't like too much and some other small nagging issues I think should have brought the reviews down a bit. But, again, that's just me.
I thought GTA IV was pretentious, self-important claptrap. Emmensely frustrating, depressingly devoid of content and, most importantly, simple, pure fun. This dullness was all the more apparent in the light of Saints Row 2's cartoon approach, where there's fun hidden in just about every thing you could possibly think of doing.
I did enjoy GTAIV as a game, but I felt a little short changed as to gameplay-depth really. Missions were indeed repetitive, and it annoyed me always having to go and play darts or snooker with some schmuck. The game looked amazing and played amazing, but I think they could have used the internet and camera phone a little better. You used the camera on the phone, twice in the game? It just seemed a little...gratuitous. Why couldn't I call and buy one of the modified cars on the net? Why couldn't I modify my cars with my hard earned $250,000? They put a number in taxi's for recruiting taxi-drivers. I called it thinking, that's cool, this is how you can do some taxi missions - nope, nothing. The story was really good, it really was like a movie and I really liked the random encounters on the streets with people. I still felt there was something missing overall in the game. I think I played and enjoyed San Andreas more than I did this one, and most certainly enjoyed Vice City more than this. There just seemed a little more to do in those games.
Hmmm. I am sure that GTA5 will be something even more and even greater. I can't wait.
"it annoyed me always having to go and play darts or snooker with some schmuck. "
Y'know, I keep hearing this complaint but I don't get it either - going out with friends and girlfriends are purely optional. There were several occasions where a friend or girlfriend would call and I'd just say "no" and be back on my merry way. I remember playing through one time never having dated Kate and, well, that obviously didn't affect anything. So, yeah, color me baffled.
I do agree about a lot of the potential for side-missions being wasted. Going back to friends and girlfriends, I wondered why that wasn't used for side-missions as well - I would've been fun to have a "who can drink more" contest between Niko and his friends - and even simple ones like fire-fighting and robberies and even dancing as done in San Andreas. Heck, even the camera could've been used for a photographer-type side-mission as well. I won't make excuses for Rockstar, but I can only guess the reasons for not having such was because the amount of work put into graphics and detail, especially for a redesigned Liberty City, and making sure it fit the requirements for putting it on a next-gen system.
I think Rockstar has an understanding of its audience despite some claims I've heard - they're just trying something new and seeing what works. Some of it did, some of it didn't - hopefully improvements will be made for what didn't. If not, I would be disappointed because I like how GTA has evolved as a series and like knowing that each game that comes out is a technical improvement over the last.
I sort of agree with you, the critics went into a frenzy but I think this is one of those games where the hype is justified. I bought GTA IV only a couple of weeks ago (I like buying games after the hype-dust settles) and after considering carefully many aspects (narrative structure, game mechanics, graphics, physics, etc...) I think the worst things that can be said about it is that the car-driving is too bouncy and that there are too many different counter-intuitive control schemes (on Xbox 360), that's it! Even though I'm an Oompa-Loompa working for a rival Factory I have to admit GTA IV is World-Class Chocolate!!!
I thik that GTA IV is a great game, but it was too repetitive.
After 20 hours of : go to point A to get your mission. Now go to point B to kill somenone, I got tired of the game.
I also think that the game was kind of overrated by the critics.