As GTA III celebrates its 20th anniversary and a trilogy awaits, one of the pillars of Rockstar Games tells of the early 2001 open world.
By Grand Theft Auto III It turns twenty, you have to organize things well and create the conditions for an exceptional event. So, fans are waiting for the arrival Grand Theft Auto The trilogy: Limited Edition, Rockstar Games And Citiverde, exclusively for Italy, gave us the opportunity to recall the history of GTA 3 with memories. Aaron Corbett, One of the pillars of Rockstar North. A rare and invaluable witness to the development and legacy of one of the most important projects in the series for the company and 3D video games.
Grand Theft Auto III The game changer for the series was: it marked the owner’s transition from two-dimensional play to 3D and introduced non-linear play. What are the biggest challenges posed by this evolution?
The use of 3D further deepened the experience, making the player look down on him instead of moving him into the game world. As a result, our outlook on the game has changed dramatically. We need a more comprehensive, more visible and more interactive world. Our expectations of the product’s cinema and interconnected potential have changed, and we have moved away from the classic elements of the gaming scene.
To achieve our goals, we need a physics engine that can connect us more with the vehicles and objects in the sports world. We wanted to immerse players in the game experience and allow them to begin tasks by talking to the characters around them and working with them. Our desire is to give depth to the game world and exploit it. Some of these elements were already present in 2D games, but the distance and the view from above made our lives much easier. With Transition to 3D We had to reconsider from the beginning how to fit all these elements: the players are now immersed in the game world and no longer notice it from above.
On our way we faced a lot of challenges. In those days, the third-person vision and goal was only in their childhood: no one else had created a comprehensive and comprehensive game world where athletes could move quickly and with complete freedom. We are creating a universe of unprecedented breadth, ambition and interactivity. How do we combine all these features with RAM and provide milestones, and how do we allow players to enter and exit vehicles in a 3D environment? I am so proud that we have achieved what we want to achieve and what we thought was the best, without choosing simple solutions. We got into a lot of problems and started solving them, but we started to imagine a future that could still improve.
There are aspects of development and design GTA III Was it still important to Rockstar after all these years?
GTA III helped us understand our approach to creating a game, and this awareness has joined us from GTA III to GTA V, to our series of products. Red dead recovery And all other creations: we want to create game worlds, make them believable, comprehensive, interesting, varied and as rich in life as possible. We want to create worlds that are realistic, energetic and full of other characters. We like that they should not be the facades that come alive with the command to come and have fun with the player, but a real place full of stories, characters, events, fun and interesting things.
Game worlds should be absolutely fun – you don’t have to be forced to do anything in particular and you don’t have to play with a certain strategy. You do not have to follow the storyline of the game unless you are worried. You can give yourself luxury … live. If the game world itself is full of choices, it’s as fun as tackling a task, the boundaries betweenFree review And the main game becomes more and more unstable.
Although the ability to tell stories within these worlds has improved over time, we want to give players the opportunity to discover their own journey and story in a universe that can be ridden in the car with little listening. Watching music and a beautiful sunset is as much fun as showering lead on a task. In this way, the game is suitable for any need.
The morphology of a myth
Many features GTA III They are still iconic today. Characters, various vehicles, music, lines, locations, graphics and logo helped to define the identity of the series in the following chapters. Did you know that at the time you were doing a job of revolutionizing open world games and becoming a pop cultural icon?
Since we created GTA III, it felt like creating the game we always wanted to play. We thought it would be better, but we were unaware of the damage it would cause. There was nothing else like it, we knew it, but we didn’t know if people would see it with our own eyes – we just wanted to share our excitement with everyone. We released it on E3, the other rockstar title we had on the pipeline, the emergency, received more attention. It was a bad time, but we used it to give us courage.
Could we have known that this would happen? One can probably understand whether something should succeed, but it takes a lot of luck to make its mark on the whole world. We are glad that people loved him as much as I did.
Radio Ka Ka
GTA III It includes a radio and more detailed musical elements than in previous episodes of Saga. How did you approach creating the soundtrack of the game?
As we began to understand how deeply we wanted to immerse the player in the game world, allowing him to interact more closely with the characters around him and the environment, we imagined in detail the universe we would create. Since vehicle communication was so engaging, we had to tweak other aspects of the game to bring it to this new experience. Music and audio work groups helped us create a very welcoming space, and Music radio stations Or the immersion of the game world dedicated to talk shows took off like never before. Thanks to the introduction of Double Cliff Classics or Flashback’s 80s pop songs, and writing unpublished songs designed for radio stations, GDA III’s approach to music was a game changer. தொடர்; Since then, the teams have continued to improve.
20 years later …
20 years after its release, what does it look like? GTA III What makes you proud?
Before Grand Theft Auto III, games were simple pastimes: you had to complete an adventure or solve a puzzle. GTA III has turned them into places to live. Since then, we have made them more and more serious and realistic. This aspect is very deep and very important. I grew up playing a lot of video games; GTA Saga, on the other hand, I lived it. I am proud of our team and our choices. Together we built the foundations, the rules and the map of our vision. We helped create the type that was selected and explained by others.
I love open world games. I think they have a lot more to give. Thanks to our open world games and the global team we have been cooperating with for many years, we will have the opportunity to push them even further, I know for sure. Our experience, knowledge and network of such vast and solid contacts is unmatched by anyone else. The legacy of Grand Theft Auto III can give us even more: we take great steps forward on every topic and I can’t wait to find out how far we can go. Grand Theft Auto III started the journey for us, but We are still in the beginning.
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